Year 77 ABY

A Galaxy United

Tensions rise as the GALACTIC ALLIANCE and UNION OF JEDI PROTECTED WORLDS attempt to agree on a ceasefire. Brief skirmishes continue to dot the Galaxy between the two, which further delay any form of negotiation. The GALATIC ALLIANCE's joint project with the supposedly neutral KOL'KAAR FOUNDATION has also set the UJPW on edge. In response, the UPJW has tasked their own engineers with matching the GA's new ship, the Matador Dreadnaught.

The NEW SITH EMPIRE, seeking to avoid over extention of its new borders, have entered a state of military build up. Which has done little to set the other factions on its borders at ease. The UJPW continue to plead for the release of OSSUS, the burial world of LUKE SKYWALKER. So far, any attempt of diplomacy have been struck down. Meanwhile, the Sith prepare for the third DARK CONCLAVE, to discuss the future of the Empire, and the vision of a vague and imminent danger.

Deep in the Wild Space and Unknown Regions, a new enemy bides its time. War looms on the shadows, and if the Union, Alliance, and Empire can't put their differences aside and unite, then they may find themselves consumed by the Black Dragon that plagues the dreams of Jedi and Sith alike. The Year is 77 ABY… The Galaxy is more divided than ever. As the factions of the galaxy move closer to the brink of war shadows of far more sinister threats loom on the horizon. What side will you chose? Where will you stand? Will Galactic civilization endure? Only in a Galaxy United.

Volume 760 | 1st Month of 77 ABY
Eriadu Exercises

The Galactic Alliance performs military drills over Eriadu to build morale.
Delegation to Korriban

The Jedi send a third delegation to Korriban in order to relieve Ossus.
Mustafar Grand Prix

The Mustafar Grand Prix is set to begin on the 17th!
Kolmart officially releases the Gamehub 70
Supreme Commander in a secret relationship with a Jedi?
Naboo; a Retrospective travellers guide.
Is the Sith Emperor insane? Check out this report.
CEO Paya caught at a major fishery, new fad?
Volume 760 | 1st Month of 77 ABY
Jedi Delegation

Jedi insurgents have been sent to the Empire to beg for the world of Ossus.
New Lord of Iego

Darth Malakai is enthroned as Lord of Iego after his predecessors death.
Dark Convergence Day

Preparations for Dark Convergence Day has already begun on Korriban.
Are the Jedi all hypocrites?
The Foundation is a mire of sin.
Has the Emperor finally found an Apprentice?
Meet the new combatants for the next Grand Duel!
Have you tested your child for Force Sensitivity?
  • GFFA
  • Union
  • Sith Empire
  • Kol'Kaar Foundation
  • True Jedi Order of Tython
  • Other
Story HNN KNN Hub
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The RP Rules Compendium
Topic Started: Nov 9 2013, 04:20 PM (345 Views)
Hobro
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The RP Rules Compendium

[go2=basic]General Roleplay Rules[/go2]
---[go2=basic1]Posting[/go2]
---[go2=basic2]Continuity[/go2]
---[go2=basic3]Metagaming and Godmodding[/go2]

[go2=combat]Combat and Battles[/go2]
---[go2=combat1]Free Form Combat[/go2]
---[go2=combat2]The Stormtrooper Effect[/go2]
---[go2=combat3]Warfare and Battles[/go2]

[go2=skills]Skills and Training[/go2]
---[go2=skills1]Acquiring a Skill[/go2]
---[go2=skills2]Improving an Old Skill[/go2]
---[go2=skills3]Mastery[/go2]
---[go2=skills4]The Combat Skills[/go2]

[go2=time]Travel and Time[/go2]
---[go2=time1]The Time Stamp[/go2]
---[go2=time2]Space Travel[/go2]
---[go2=time3]Hyperspace Travel Routes[/go2]
---[go2=time4]Travel Downtime[/go2]
---[go2=time5]Military Travel[/go2]

[go2=force]The Force[/go2]
---[go2=force1]Using the Force[/go2]
---[go2=force2]The Dark Side[/go2]
---[go2=force3]Alternate Traditions[/go2]
---[go2=force4]Force Powers[/go2]

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Hobro
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[anchor]basic[/anchor]
General Roleplay Rules
Welcome to the Star Wars: A Galaxy United Roleplay Rules Compendium!

Here on AGU our roleplay style is what is formally known as semi-freeform. That being a roleplay with tremendous amounts of flexibility and room for open interpretation and creativity while still holding to a specific canon, storyline, and some minor roleplay mechanics in order to maintain fairness in the roleplay world. These rules are constructed by our staff not as a way to limit players but as to give them a fair and balanced world in which to bring their characters to life in. These rules are also intended to protect our players from those who would see fit to abuse the Freeform roleplay style.

In this easy to navigate thread we’ll introduce you to the basic rules of the roleplay boards;

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[anchor]basic1[/anchor]
Posting
Posting in a thread is the very core of everything we do on the forum. However, as with any forum on the internet there are some rules to be taken into account when posting in a thread or creating a brand new one.

All posts must maintain a PG-13 Rating, if for whatever reason all rpers in a thread wish to participate in a more graphic thread, it must clearly state “18+” in the thread title/description. Regardless, any possible sexual content in a thread shall resolve itself with a fade to black sequence.

When you post in a thread, the post must be at least one (1) paragraph in length. A paragraph is comprised of a minimum of five complete sentences. While we set this minimum we urge you to expand on your abilities and push the boundaries of your talents. Length does not make quality, but high quality and excellent length is highly respected among roleplayers.

Please ensure that if you do use additional formatting or coloring that it is comprehensible in the thread. It is common practice to color dialogue. The staff would prefer that trend stay that way to avoid confusion.

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[anchor]basic2[/anchor]
Continuity
On AGU we maintain a consistent plot and continuity. As such, we ask that our players ensure that events maintain a level of coherence between threads. You cannot lose an arm in one thread and magically have it back in the next thread.

To maintain the continuity AGU has a Time Stamp System that allows players to date each thread they participate in so that they can clearly define a series of interconnected events. As an added perk, keeping these lists well maintained can lead to interesting results later in the sites future.

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[anchor]basic3[/anchor]
Metagaming and Godmodding
In all roleplay there is a looming temptation that all players face. Metagaming. Metagaming, to be specific, is to allow your character to act on information that you gained out of the context of the roleplay and that the character could not possibly have access too. Metagaming is considered cheating and stands in the face of the spirit of roleplay.

On the flip side, sometimes you don’t have access to that external information. Instead you are confronted with a situation you wish to take advantage of or a situation that you find to be untenable. In this case you simply, and forcibly, alter the situation in some way. This is called Godmodding. An example of Godmodding would be fighting a tough enemy and simply not taking a hit once. In reality you are going to get hit, grazed, burned or scratched, it will happen. No one is perfect either.

Another example of godmodding is stating that you have abilities that you really dont. Saying you’re immune to something that you couldn’t possibly be immune to, or killing another player’s character without permission.

Breaching most of the rules of the roleplay warrants a simple warning and nothing more. Godmodding and Metagaming is a serious offense and depending on the severity can result in a temporary ban from AGU.

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Hobro
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Combat and Battles

In Star Wars: A Galaxy United, combat happens. Fights break out, and the fate of the galaxy may hang in the balance between which lightsaber falls at just the right angle. These things happen and they most definitely will happen here on AGU. Many sites will try to implement complicated equations and rules in order to handle difficult situations in the roleplay. Instead, AGU stands firmly on the principle of Free-form combat.

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[anchor]combat1[/anchor]
Free Form Combat
Free-form combat means that there are little to no limitations on what a character can or cannot do in a fight scene in the roleplay. Players are only limited by their imagination and the capacities of their character, ie. their level of training in a particular skill. A novice lightsaber user would be a joke compared to a Sith Lord who has spent years training and honing his skills, for example. Usually such situations can be worked out by simple reasoning.

However there are some very clear rules to lay down. Godmodding and Metagaming is forbidden, a character may not act on information that they do not have, nor may they continue to dodge attacks indefinitely, kill an opponent outright, or take direct control over another player's character is absolutely against the rules.

Beyond that, combat can be decided between players as to an end result. Only during a total impasse between players as to the result of a specific action in combat should a member of the staff be called in to mediate. In which case the staff member will lean on the side of which player more artfully and skillfully accomplished the indicated action.

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[anchor]combat2[/anchor]
The Stormtrooper Effect

No player character, under any circumstances, is able to be killed by another player without the explicit permission of the character’s owner. Period.

NPC’s are not affected by this and can die at any time.

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[anchor]combat3[/anchor]
Battles and Warfare

The Galaxy is a place filled with conflict and open war.


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Hobro
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Skills, Talents and Training

In Star Wars: A Galaxy United, characters grow in more ways than just age and personality. They gain skills and abilities necessary to survive in a very harsh and unforgiving galaxy. Like in the real world, learning a new skill or improving an old one takes time. Mastering a skill can take years unless one is prepared to give that skill their complete and undivided attention. This is reflected in the Star Wars galaxy as well.

Characters all start with a set number of skills or abilities relative to their chosen careers, professions or ranks, whatever may be the case. We do not maintain a 'class' system on AGU in which one picks a specific class and must follow a rigid growth system. A Jedi is more than welcome to learn to use a blaster, and a scoundrel should, with time, be able to master a Lightsaber.

Yet we are not only talking about combat skills here. Dancing is a talent that some people have, as is diplomacy and even accounting. You should make sure to record talents such as these in your profile along with your skills. Talents are informal and don't have a ranking system.

The skills listed at the bottom are all guidelines. You can be as general or as specific as you like. Any skill you can think of, just remember you have to learn it before you can use it.

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[anchor]skills1[/anchor]
Acquiring a Skill
Acquiring a Skill does not imply that one has mastered it. Only that one understands the absolute basics about the skill and is therefore able to adequately perform or utilize the skill in such a way to make an impact on their surroundings. All characters that have just acquired a skill immediately have the Novice rank of that skill.

ie. Pistoleer - Novice; This Character has a very basic understanding of the use of one handed blasters, can aim, fire and shoot well enough to be considered competent yet probably should not get into a contest of accuracy with a stormtrooper.

As a standard, skills take a day at the very least to comprehend the basics of. This translates into a single thread in rp terms. Acquiring a new skill also demands that the character have a teacher, one cannot draw inspiration from thin air. The teacher can be a number of things, an NPC or PC that is at least Experienced in the skill, access to informative materials by the discretion of the staff, or raw trial and error; also by the discretion of the staff.

For you Force users out there. You have the freedom to craft your own force power. This takes extra time though because of the research and added trail and error involved. Without someone overseeing you there are also added risks, the staff reserves the right to insert into such a thread and act on those risks. All Powers must be officially approved on site before being learned in RP.

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Improving an Old Skill
Improving a skill takes a bit more time than simply learning it. Improving on something implies that one has found a flaw in their own performance and therefore has taken steps to rectify the flaw and expand on their knowledge in the given field.

As one improves on their skills, they will find that it takes more and more time to continue to iron it out. Each time they find that burst of inspiration though, it should be a hard fought and satisfying victory. On AGU we ask that characters take time to learn new skills. Keep in mind that it takes even more time to improve a skill alone than it does with a mentor of some kind. Its easy to request that a staff member play an NPC or even find another player who happens to be experienced in the skill.

That being said, here are the different Skill Ranks.
Just to be clear, the number of threads indicated between ranks is based on average quality writing and doing all training without some manner of mentor (solo training).


  • Novice
  • Initiate - 2 Threads
  • Adept - 4 Threads
  • Experienced - 8 Threads
  • Journeyman - 16 Threads
  • Expert - 32 Threads
  • Master - 64 Threads


As a rule, the minimum number of threads between ranks is doubled with each improvement. As it takes one thread to learn a skill, it can be easily reasoned how long it will take to improve a skill. Also keep in mind how much time is spent in each thread. You can't do 40 days of training in a 35 day period.

Force powers are the only exception to the rule. Force powers MUST have a supervisor in order to be learned, whether it be an actual teacher or a holocron. The Teacher can be rped by staff or another player with the aforementioned power at ‘experienced’, however a holocron is required to be played by staff.

Training on the Go
Once you have reached the Experienced Rank and the time to rank up increases so do your options for training. Any thread that you participate in, where you adequately utilize the skill in question as well as push the limits of your abilities in that skill you can count that thread as a training thread for that skill. Please be courteous and post a link to that thread in your character bio when updating that characters skills.

Exceptional threads can have additional threads shaved off from your training, at the discretion of the Staff.

Mentors
Having a mentor, as was said before, considerably speeds up the training process. Once you’ve acquired the rank of Experienced every thread you complete with a mentor counts as two threads toward your improvement to the next rank of a skill.

Downtime Threads
When the site passes between months you may not have utilized every day available to you in the RP. Thats alright, we have you covered. By posting a downtime thread and designating the periods of time in which your downtime takes place you can utilize that one thread to cover several intended training threads. You still have to play out the training of course.

A Downtime thread counts as a number of training threads equal to one half the number of days allotted to it. This is to prevent abuse of the downtime system.

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[anchor]skills3[/anchor]
Mastery
Achieving mastery of a skill is a considerable accomplishment and sets oneself apart from any other in the field. Very few attain this level of ability within a skill and it represents considerable amounts of time spent honing and developing the skill. Such talent does not go unrewarded.
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[anchor]skills4[/anchor]
The Combat Skills
Cannoneer
Hand to Hand
Lightsabers and Exotic Saber Types
Melee(Please specify[axes, swords, mace/club/hammer, etc])
Pilot (starfighter)
Pistoleer
Rifleman
Throwing(Please speciy[shurikan, knives, atlatl, sling, etc])
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Edited by Rashos, Dec 1 2013, 07:47 PM.
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Hobro
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Travel and Time

In Star Wars: A Galaxy United, time passes for everyone. There is only so much time in a day and only so many days in a month. Time frames in AGU are judged by months and days. You can find the current month by checking the sidebar, it’s always there at the top, right beneath the map of the Galaxy. When you do anything, when you train your skills, fight a battle, sneak into an enemy compound or even spend time with the ones you love, you do just that, you spend time.

Each month in AGU is thirty five days long, during this time you can do whatever threads you like, but always make sure to carefully keep track of what happens when. You cannot be in two places at the same time. As it states in the site rules; “Unless the conclusion and/or events of a topic are already agreed upon before its conclusion, the characters may not reference events of a past topic that have not yet been roleplayed and completed.”

In the Star Wars Universe there are 35 days in a month, and 10 months in a year. (This is an alteration of the official canon according to wookiepedia for the sake of simplifying AGU’s time system). All in all there are 350 days in a year.
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[anchor]time1[/anchor]
The Time Stamp
All threads need a time stamp in order to keep them organized in the timeline. We won’t bog you down with extraneous information, this is primarily as a courtesy to not only the staff but as a courtesy to other players on the site as it helps maintain the continuity of the sites ongoing story.

A simple time stamp looks like this;

Time Stamp
76 ABY - Month One - Day 14
Morning


Easy enough! You can make your time stamp look as pretty or as simple as you like.
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[anchor]time2[/anchor]
Space Travel
In Star Wars: A Galaxy United characters must travel vast distances in order to accomplish their goals. The quintessential mode of transportation throughout the galaxy is a Starship equipped with Hyperdrive. Without Hyperdrive worlds are too far apart to even conceive of visiting.

Space Travel still takes time though, and it should be considered when working out your time stamp.

Hyperdrives come in many classifications and speeds, these designations, however are given based on the speed at which a Hyperdrive charges up and how quickly it enters and leaves hyperspace. The differences in travel times is relatively negligable in the greater scheme of things. What must be taken into account is what route you take to get to your destination. Hyperspace travel routes are the core of this.
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[anchor]time3[/anchor]
Hyperspace Travel Routes

There are three types routes listed on the map you can take;

Major Trade Routes

Major Trade Routes are long routes mapped out ages ago by hyperspace explorers to be the most efficient and most populated paths throughout the galaxy. Used consistently since then the five Major Trade Routes represent the backbones of the galaxy. If any of these trade routes were to be cut off for any reason it could be disastrous for both the core and the outer rim.


  • The Perlemian Trade Route
  • The Corellian Run
  • The Corellian Trade Spire
  • The Rimma Trade Route
  • The Hydian Way


Crossing the entirety of any Major Trade Route takes no more than half a day. It is the quickest and most efficient way to get around the galaxy. Just as well, important star systems can be found along these routes.

Minor Trade Routes

Minor Trade Routes are routes designed by hyperspace explorers to allow quick travel between individual systems and clusters of systems. These routes are far less traveled than the Major Routes but still represent a easily accessible method of transit. As an added bonus most of these routes branch off from the Major Trade Routes.

Transit along a Minor Trade route can take upwards of one to two days..

No Trade Route

The outer rim and even the deep core are both filled with areas of space that have little or no properly designated hyperspace routes. As a result the only way to find some worlds is by utilizing pure coordinates and jumping from world to world. This can take a considerable amount of time, even with a powerful navicomputer. As a result, traversing such distances can take upwards of 3-5 days.
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[anchor]time4[/anchor]
Travel Down Time
Any travel time that exceeds one day can be accounted for in a Downtime Training Thread.

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[anchor]time5[/anchor]
Military Travel
There are many factions and planets that hold control over vital worlds along the hyperlanes needed for external forces to pass. In order for a military force to hyperspace through the spatial borders of an independent planet or a faction they must get Diplomatic approval to do so. There are generally two types of treaties that allow travel through another person space.

1) Military Hyperspace Permission: This allows the military of one faction to hyperspace through the territory of another but they may not jump out of hyperspace while in that territory. This can be given some leeway such as a ship that is too damaged to continue or go into hyperspace but ultimately on how the independent faction responds to the situation.

2) Naval Military Access: The faction may jump out of hyperspace and move military ships freely through the factions borders, they can stop at any port within the borders for repairs so long as proper payment is made.

Enforcement
While it is considered diplomatically polite to get one of the two permissions before passing through another territory through hyperspace there is virtually no way to enforce such a thing. Gravity wells cost a lot of money to build and maintain and on top of that the gravity well would have to stop every ship passing through its area of effect in order to verify they are who they claim to be. On a major and even minor hyper lane this would cause so much congestion it would stop the hyper lane dead. The only case where a gravity well is maintained is on hyper routes that are forced for inspection such as the GA and Union border.

IMPORTANT! CLICK SPOILER!
Spoiler: click to toggle


A Independent system knows if there diplomatic rights have been violated however and will usually react poorly to any such action, this could sour relations and even give Casus Belli against the faction that violated there borders. Depending on the current relations between the factions and how many times borders have been violated any action is deemed proper, from deploring the action, stopping all trade between the factions all the way up to war.

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Edited by Junta, Feb 14 2014, 04:46 PM.
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Hobro
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The Force
The Force is an irreplaceable part of the Star Wars: A Galaxy United setting. It surrounds us, flows through us, and binds the galaxy together. It is a thing of both mystery and power that few species have even grown close to understanding. Some have tried and failed, others have secretly hoarded their knowledge for millennia. Still more seek a less argumentative path in favor of communing with the ever present energy, in hopes of attaining enlightenment. Regardless of the case, the force is there.

As ever present as it is, not just anyone can draw from it, and very few truly master it in any way. Traditions have risen up in search of more effective ways to commune with the force, and some have turned to use it for both good and evil.

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[anchor]force1[/anchor]
Using the Force Responsibly

In Star Wars: A Galaxy United, drawing on the force requires more than just strong focus. It requires openness to the galaxy at large, a desire to elicit change, and considerable training. That should be kept firmly in mind when players use their powers in a thread. The staff of SW:AGU have composed a few guidelines in order to help prevent godmodding and metagaming when it comes to force powers.

Telepathy can only read surface thoughts, no entity can truly read another’s thoughts on the fly. Powerful telepaths, with some effort, and permission from the other player, may be able to delve deeper, but this is a case by case scenario.

Try keeping under three individual force powers per post, this is not a hard limit but a recommendation to keep things fair. The staff may step in if this ‘loose-system’ is abused.

While high powered force powers are permitted, they are incredibly difficult to learn, require staff permission to acquire and can only be used once per thread.

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[anchor]force2[/anchor]
The Dark Side

The Dark Side of the force is a powerful and influential agent within the Star Wars universe. However, its depths have never been fully explored and its limits unknown.

It should be kept in mind, however, that a fall from grace is a difficult and sometimes fatal procedure. Embracing the dark side should be difficult, painful, heart wrenching, and endlessly trying on ones own mental and physical endurance. Especially from the moral highground of the Jedi.

Just like in the canon, there are four stages of the dark side, though many do not experience all of them, it should be noted that anyone falling into darkness will endure these stages. Those born into the dark side, or raised with that tradition, often do not find themselves with this particular issue.

Temptation, the mere presence of the dark side can be tempting for some. Situations where an individual can choose to either be patient and look for a better solution or act in obvious haste are tests of the dark side. An individual who chooses hasty methods, violence, greed, and manipulation over patience, peace, piety and compassion have begun to give into temptation.

Imperilment, when a force user is put into peril it means that they have tasted and even given into temptation. Now they begin to justify their actions to themselves and others. They choose to continue to drawn on the dark side of the force, giving into temptation more and more often. This is when a force user is most vulnerable to submission.

Submission, When a force user gives up on justifying their actions, and instead embracing their new way of life entirely, desiring nothing less than to use the force for their own gain or for some greater, darker purpose, they have submitted to the Dark Side, there are very few force users who rise up from this state of being. Most dark siders exist in a state of submission.

Redemption, when a darksider who has found in themselves the will to move away from the Darkness and seek some manner of absolution is stepping toward atonement. In many cases only an act of true heroism and piety will atone a force user and allow them to move back into the light.

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[anchor]force3[/anchor]
Alternate Traditions

Not all force users are Jedi and Sith. Many traditions exist all with their own unique force powers and abilities as well as philosophies. Some even have more ‘gray’ traditions as opposed to the black and white nature of the Jedi and Sith. Some examples include;

Aang Ti Monks
Followers of Palawa
Fallanasi
Sorcerors of Tund

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[anchor]force4[/anchor]
Force Powers

Core Powers
The following is a list of common force powers. There are more powers in existence than those on this list and one can even create their own force powers.


  • Force Jump
  • Force Push/Pull
  • Force Sense
  • Force Speed
  • Telekinesis


Universal


  • Force Barrier
  • Breath Control
  • Force Deflection
  • Force Illusion
  • Force Meld
  • One with Environment
  • Force Precognition
  • Force Repulse
  • Force Stun
  • Force Stasis
  • Force Throw
  • Force Vision
  • Force Wave
  • Force Weapon
  • Force Whirlwind

Light

  • Animal friendship
  • Battlemind
  • Droid Disable
  • Electric Judgment
  • Force healing
  • Hibernation trance
  • Mind Trick
  • Force Persuasion
  • Revitalize
  • Force valor


Dark

  • Force choke
  • Force crush
  • Drain Knowledge
  • Force drain
  • Force Destruction
  • Force Fear
  • Force grip
  • Force lightning
  • Force Maelstrom
  • Mind Control
  • Force rage
  • Force scream
  • Force shock
  • Force Slow
  • Force storm (lightning)
  • Force wound
  • Sith alchemy


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