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New Swrp Rules / Outdated; Credit to Yado/Original & Paul for revision
Topic Started: Aug 25 2017, 04:30 PM (83 Views)
Paul
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Temple Master of Kaleth

SWRP Rules by Paul v.0.0.0.1

These are a revision of the Australian Star Wars Roleplay rules circa 2011.

Characters

1. Characters have to be semi-original, no canon characters are allowed; however, families can be used.
2. Players are allowed three Force sensitive characters, one aligned to the Light, the other to Darkness, and the last one aligned to Balance.
3. Players are allowed unlimited Non-Force sensitive characters.
4. Non-Force sensitive characters are not allowed in factions that oppose their Force sensitive characters.
5. The player's characters must be within the norm of their given race. That means no 9001-year-old humans.

Inventory

1. Any equipment, inventory, items on your character must be stated in their Uniform or their badge. If the gear is in neither, it does not exist.
2. Having "concealed" in your motto is not a work around for the above rule.
3. Characters must have valid IC sources for their gear, a non-force sensitive mercenary wouldn't carry an ancient Je'daii sword.
4. Gear cannot be manipulated by the Force, with the exception of realism. For example, a Lightsaber can be shorted out using Force Ionize.
5. Forum biography pages are a suitable substitute for rule #1. However do not be ridiculous and carry an enormous inventory, try to keep it within the guidelines of the uniform and gear system.
6. Inventory may be destroyed through roleplay, however, it will only remain destroyed until the end of the scene.

Roleplay Locale

1. All SWRP related rooms are considered to be IC environments unless specifically stated otherwise in the room's name or motto.
2. Rooms or areas may be hidden if stated in the rooms name or motto.
------------- 2.1 Hidden rooms may be found through valid IC means.
------------- 2.2 "Randomly" crashing into the area or other unlikely methods are not acceptable means of finding hidden rooms.
------------- 2.3 When entering a hidden room that you do not have IC knowledge of, you are considered to be far out of sight of the hidden area
3. All kinds of non-direct attacks or actions must be performed within line of sight of the target unless aided by the force.
4. To prevent forms of god modding, you cannot scan or force sense through walls (outside to inside and vice versa)
------------- 4.1 Interior walls may be sensed or scanned through
5. Building defences must be realistically set according to the faction that owns them.
------------- 5.1 Building defences need to be actively roleplayed in order to function 100%
------------- 5.2 Attackers need to take into account the materials used in structures and roleplay their attacks appropriately. Shields etc. need to be bypassed. Defences don't simply not exist just because they aren't roleplayed by defenders.
------------- 5.3 Building defences cannot kill player characters.

NPC

1. Any player may make use of NPCs to aid in roleplay
2. NPCs must be realistic in terms of the player's faction (Force sensitives don't typically employ throngs of body guards etc.)
3. NPCs cannot kill player characters but can kill NPCs
4. The default number of lines required to kill an NPC is 4 (3 + initial) however both parties can agree to change this number for roleplay purposes
5. NPCs must be controlled by their owner for both offence and defence, otherwise, they are passive parties.

Combat

Basic rules

1. All actions must be enclosed in *asterisks* or -hyphens-
2. A minimum of three (3) words is required for any combat related action.
------------- 2.1 Non-combat situations ignore this rule
3. Any directed action must specify who it is targeting by account name or RP name only (unless the target is the only one of their faction in the area)
------------- 3.1 Directed actions require line of sight to the target unless aided by the force or other remote control technology
4. To kill, paralyze or knock out someone, an un-interrupted combo of 5 consecutive lines is required.
------------- 4.1 The 5 lines count the initial strike, plus 4 more lines.
------------- 4.2 The same line cannot be used in a combo more than once.
5. To defend against a combo, two consecutive defence lines are required.
------------- 5.1 The same line cannot be used twice
------------- 5.2 The defence must consist of removing or stopping whatever is causing the damage
------------- 5.3 In the case that a player defends directly after the initial strike, only one line of defence is required.
6. To dismember a limb, 5 lines must be used.
------------- 6.1 The 5 lines consist of the initial strike, plus 4 more lines.
7. Once a character has died (as per the above rules) they remain dead for 24 hours. This is negotiable through scene-deaths.
8. All lines must be clearly readable as they are said, else they are invalid. A screenshot at a later date does not revalidate and previously invalid line (players don't have time to decipher a poorly spelt line mid-fight)
9. The default form of combat is emote, which is turn-based combat.

The Force

1. Any and all Force techniques must have the word "Force" predeecing it in the line (Force pulls bob, rather than pulls bob) "via the Force" is also acceptable.
2. Force powers need to be dissipated, absorbed or dispelled to be removed.
------------- 2.1 Non-direct (projectile) based force powers may be dodged or avoided without the aid of the force.
3. Force powers and techniques are restricted to a character's power level. (PL)
------------- 3.1 Additionally, some powers can only be passed on from one player to another, rather than automatically "learning" them at a new rank.
4. Dark/Light powers are typically restricted to factions, however certain circumstances ignore this rule. (Potentium Jedi, neutral parties etc.)
5. Only FS characters can use the force, untrained FS characters (babies, initiates etc.) typically do not have much (if any) control over the force.
6. Non-FS characters may "resist" force powers. (purely a game balancing rule)
7. Generally, the initial line for force powers enables it's effects and any lines following are for the effects taking place.
------------- 7.1 If defended after the initial, only one line is required, otherwise, it is two as per usual.
8. Force powers that either inhibit or protect a user (stun, shield etc.) require a minimum of two lines to succeed.
------------- 8.1 Additional lines can be used to strengthen the power, for every extra line used, an additional line of defence is required. (2/1, 3/2 etc.)
9. Typical area of effect spells (force storm etc.) cannot be used to simultaneously kill several people at once. 5 un-interrupted lines is required for each person targeted.
10. Using Force grip (or similar) mid combo invalidates the combo.
11. Players who have been Force breached/subjugated (or any other form of concentration removal) must regain their focus with at least one line.
12. Any magic used on the player or his environment must be dispelled, rather than absorbed, and or dissipated.
13. Characters below the power level of Legendary are able to use and learn magic through the use of either a Je'daii or Sith amulet.
------------- 13.1 These characters must be above the power level of Advanced however.
14. A player must use 5 un-interrupted lines to cast magic in any and all its variations.

Power Level / Force prowessl

1.: Emote correlates to absolute realism within the Star Wars universe. Including the quantity, useable Force abilities of every character regardless of their PL.

2. A character has the capacity to learn advanced abilities, not including core Force abilities.

3. Core force abilities include the following.

3.
 
- Meditation

By sensing the will of the Force and one’s place in the universe, a Force user can telepathically guide allies around him, helping them to coordinate and achieve feats that might otherwise be impossible. This guidance can easily become domination, however, and so Force users concerned with the ethics of free will must strive to maintain a balance between gentle nudges in the right direction and outright tyranny when using this ability. Individuals less concerned with such trifling matters like “morality” and “the basic dignity of all sentients” frequently use battle meditation and other such techniques to guide their disposable pawns to ignoble ends for their own selfish betterment.

- Bind

Force users skilled in telekinetic powers can seize others from afar, preventing them from moving or attacking. When used with a calm heart, this power can be an extremely useful defensive tool, letting the Force user stop an enemy in his tracks without hurting him. Of course, once a foe is in the Force user’s grip, it can be extremely tempting to simply crush him.

- Enhance

One of the most straightforward ways in which Force users utilize the power of the Force is to imbue their own bodies with energy and strength. Making leaps that might otherwise be deemed impossible, moving at high speeds, and harnessing physical strength well beyond the capacity of most sentient beings are all equally viable. In this way, the Force becomes an almost literal fuel for feats of endurance and power. Most Force users find it a relatively simple thing to use the Force in order to overcome their own physical limitations and shrug off the effects of fatigue. With a little practice, most Force users are able to expand the areas in which they can use the Force beyond that of mere brute strength. They are able to concentrate the Force into assisting them with acts of dexterity and acrobatics.

- Foresee

The power of foresight has been used in countless different ways by countless different Force users throughout history. Some use it to gain vague images far into the future, while others use it to predict the movements of their foes or see an unexpected event in their near future.

- Heal/Harm

This power reflects a Force user’s capacity to manipulate the living energy in things around him. A knowledge of anatomy and medical practices can help the Force user in staunching blood loss or snapping bones. It is ultimately a unity with the Force that allows one to control the vitality of living creatures. It is the individual’s choice, however, whether to use this gift to help others flourish, binding their injuries and making them whole, or to steal their vital essence, ripping the life from them to watch as they wither and die.

- Influence

The ability to influence the minds of others is not something to be taken lightly, and misuse of the ability colloquially known as a “mind trick” is a sure step on the path to the dark side. A powerful Force user can manipulate the minds of others to the point where he can convince them to believe things that are untrue or calm an angry crowd. Conversely, he can rile the crowd into a murderous frenzy or frighten a single soul into gibbering madness. This is where the danger of Influence lies. However, Influence is not inherently evil. Many Force users have used Influence to protect the helpless or to deal with a threat in a way that avoids violence. It is much better to convince a guard to return to his post than to have to kill him. Influence’s most basic and arguably crudest ability allows the user to inflict strain on a living target, stressing his mind until he passes out or is otherwise incapacitated. However, numerous Control developments allow the Force user who specializes in Influence to perform much more subtle and impressive feats.

- Misdirect

Trickery is an important part of many Force users’ arsenals, letting them tip the scales of battle in their favor or even avoid some conflicts entirely. Force users versed in shrouding techniques often walk unseen amidst their foes—a particularly useful ability for any Force-sensitive hiding from the Empire. Especially skilled crafters of illusions can even project visions onto those around them, baffling pursuers or terrifying enemies with horrific phantasms.

- Move

Many Force users develop the ability to shift objects without physically handling them, moving matter with the power of the mind. Those with a modicum of training in the skill can cause small objects to slowly and painstakingly rise, fall, or travel in space. True masters of the Force are rumored to be able to hurl starships about or juggle heavy crates in the air. Other applications of the power allow for Force users to manipulate control panels or computer keyboards at a distance.

- Protect/Unleash

Force users can harness the innate abilities of the Force to protect themselves and others from harm, also known as Force Shield or Barrier. However, that same power can be turned to terrible ends when the user infuses himself with the dark side. The basic power for Unleash lets a character blast an enemy with a surge of manifested emotion, generally, Alter Force powers.

- Seek

The Force user casts out with his mind’s eye, searching for something lost, concealed, or forgotten. While countless different Force traditions across the galaxy have attached different practices and techniques to this power, from tribal cultures that use it to hunt prey-beasts to orders of assassins who seek out any who defy their orthodoxy, the basic ability remains the same: those who follow pathways of the Force can track down anything or anyone, regardless of the distance or eons that separate them from their quarry.

- Sense

By opening his mind, a Force user can commune with the world around him. He senses the endless movement of the Living Force, seeing beyond what his eyes allow. The actions of those around him are laid bare, as if the Force user had a bird’s eye view of his surroundings, allowing him to anticipate attacks and better strike blows of his own, or even spot ambushes and lurking foes. Alternatively, he can sense the thoughts of others. Even a Jedi cannot read someone’s mind completely, but a Force-sensitive being trained in these arts can detect his target’s feelings and emotions, and even sense surface thoughts. Unlike many other Force powers, Sense has a basic power that can be used in two very different ways. Users can rely on Sense to augment their defensive (and eventually offensive) abilities, or they can invest in the ability to read the emotions and feelings of others. They can even read their surface thoughts, which can be particularly valuable in a wide variety of situations.

- Balance

Through studying the fury of imbalance within the Force, a Je'daii can meditate, and delve -deep into the Force. By which a Je'daii is bound to all instances, dark and light. Centering themselves in the Force, they're able to bring balance to its ebb and flow.


4. Advanced abilities are unique Force powers, for powers to qualify as special they must be particularly powerful or unique. [likes of pyrokinesis, atmospheric manipulation]

5. Depending on a characters' PL they can use a range of abilities.

5.
 


- Initiate

Characters of this power level are able to use low level special abilities, at the maximum they can use a Force power an apprentice-level character can.

- Apprentice

Characters of this power level are able to use medium level special abilities, at the maximum they can use a Force power an advanced or knight-level character can.

- Advanced

Characters of this power level are able to use relatively powerful special abilities, at the maximum they can use a Force power a heroic or new master-level character can.

- Heroic

Characters of this power level are able to use powerful special abilities, at the maximum they can use a Force power a heroic or new master-level character can.

[ However a heroic power level affords you the ability to choose a passive, a passive is a special control Force power that remains active all the time; for example Psychomentry or Battlemind. ]

- Legendary

Characters of this power level are able to use extremely powerful special abilities, at the maximum they can use a Force power a legendary or elder-level character can; including magic.

- Mythical

Characters of this power level are able to use godlike special abilities, at the maximum they can use a Force power a mythical or grandmaster-level character can; including physics-defying feats.


6. These abilities can only be used if they are learnt or properly trained through lengthy roleplay.

7. These abilities must be channeled through the use of Force forms.

7.
 

Force forms are needed to channel different aspects of the Force.

Force Channel: Allows you to use an Alter Force power.

Force Potency: Allows you to bolster a Force power.

Force Affinity: Allows you to use a Sense Force power.

Force Mastery: Allows you to use a Control Force Power.

Triangle of Weakness

Sense
/ M \
Control Alter


8. Force powers have different aspects, alignments with different strengths and weaknesses to one another.

8.
 


Control powers are strong against Alter

Sense powers are strong against Control

Alter powers are strong against Sense

Magic is universal, neither strong, nor weak against anything.

Technology is universal, neither strong, nor weak against anything.

Balance
/ U \
Light Dark

Light powers are strong against Dark

Balance powers are strong against Light

Dark powers are strong against Balance



Spells and non-typical Force powersl

1. Sith spells/magic/alchemy etc. must have canon sources in order to be valid moves. (Wookieepedia is best used for reference and sources)
2. Special force powers are defended against with normal means (game balancing rule to restrict over powered moves)
3. Special powers must be used exactly how they are described, and if canonical variations are used for different effect, those variations must be stated when using the move.

Guns and projectile weaponsl

1. Blasters and other energy weapons can be defended against by resisting the energy or removing it via the force.
2. Slug and bullet based weapons can be defended against by removing the projectile or halting its progress via the force.
3. All shots can be stopped midair through the force
4. All shots must be fired within line of sight, shots cannot be controlled with the force.

Special Non Force sensitive rulesl

1. Any Non-FS wearing armour must have their armour stated in an attacking combo
------------- 1.1 Armour can be used as a valid defence against attacks
2. Non-FS players can resist the Force (game balancing rule)
------------- 2.1 Other health sapping effects like poison may also be resisted (game balancing)
3. Non-FS players cannot use typical FS weapons (lightsabers etc.) This rule may be avoided for a scene if both parties agree.

Special Rules

1. Players may assume the Non Combatant status if they suffer from a real life ailment that impairs their ability to properly fight or defend themselves (Denoted by [NC] in their motto)
------------- 1.1 NC players are considered to be IC, but cannot participate in combat and in raid situations, are considered to be OOC unless all parties agree otherwise.
2. AFK players are considered OOC until they return
------------- 2.1 AFK status is initiated by saying AFK, BRB or otherwise stating you are away.
------------- 2.1 If a players Habbo eyes are closed, they are considered to be AFK
3. IC players should never be kicked, unless they are deliberately sabotaging or interrupting roleplay
------------- 3.1 OOC or non-roleplayers may be kicked if needed
4. Brackets may be used to indicate OOC speech, this is a courtesy rule only and is not mandatory
5. Dead people are considered OOC
6. Force ghosts can only be played if the character is a master or equal, and the character must be permanently dead (Force ghosts cannot be used to circumvent 2 day deaths)
------------- 6.1 Force ghosts can be "dissipated" into the force using 5 lines (Initial +4) this is the same effect as death.
------------- 6.2 Force ghosts are ethereal and cannot interact in physical terms, however, they can use the Force.
7. Rare materials can only be used if a player/faction has a valid IC source for them. (Mandalorians control beskar production etc.)
8. The use of OOC knowledge to give a player an IC advantage is highly frowned upon.
9. Any variant of the "force grip slam" combo has been ruled invalid by the roleplay.

Lexicon

RP(er) - Roleplay(er)
.Com/Commer - Players originating from habbo.com, pre merge.
.Uk/Uker - Players originating from habbo.co.uk, pre merge.
.Au/Auer - Players originating from habbo.com.au, pre merge.
IC - In Character
OOC - Out of Character
FS - Force Sensative
Non-FS - Non-Force Sensative
LOS - Line of Sight
DOF - Duel of Fates
God Mod - Exploiting rules or other means to make your character unfairly powerful (Invincible shields, unrealistic powers etc.)
Slug - Projectile bullet (non energy)
Balsy - Akin to god mod, unrealistic, rubbish.
The Elusive Baosr - an uncommon typo of absorb
Je'daii - a Force sensitive aligned to Balance.
Jedi - a Force sensitive aligned to the Light Side.
Sith - a Force sensitive aligned to the Dark Side.


Edited by Paul, Dec 22 2017, 01:23 PM.
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