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Contents

General Info

Current Version: Verson Part 1 0.1 (Documentation is beginning) Star Wars Protectors of the New Republic 2: Revision Edition

Game Info

Professions

Sneak

If you are a thief, someone who loves to try out their skills at stealth and evasion, or simply someone who has to hide to live. This is you.

  • Strength: Hunter The ability to sneak up behind them cancels out their special ability of sniping. Could be Stopped: High Awareness.
  • Weakness: Jedi Their super-high awareness nullifies your stealth. Could be Guarded: Don't bother with sneaking around, and use large weapons to take them out first.
  • Give Hide
  • Credits: 50,700
  • Stealth: 2
  • Silent Movement: 3
  • Sneak Experience: 0
  • Sneak Level: 1
  • Leads to
    • Smuggler
      • Great Smuggler
    • Assassin
      • Long Range Assassin
      • Stealth Assassin

Bounty Hunter

If you prefer to hunt then to be hunted, if you just enjoy great money, or the challenge of the kill. This is you.

  • Strength: Jedi. Explosives can give you the upper hand vs. Jedi. Could be Stopped: Force Powers.
  • Weakness: Hunter. Oversight can cause you to be sniped. Could be Guarded: Armor
  • Gives Hide Weapon
  • Gives Surprise Attack
  • Gives Handle Explosives
  • Craftiness: 1
  • Explosives: 1
  • Bounty Hunter Experience: 0
  • Bounty Hunter Level: 1
  • Leads to
    • Great Bounty Hunter
    • Black Bounty Hunter

Jedi Youngling

If you prefer ancient weapons and hokey religions to a good blaster, this is you.

  • Strength: Sneak Your High Awareness causes their Hiding abilities to be useless, so slice them before they shoot you. Could be stopped: Large weapons, and killing you before you get the chance to destroy them.
  • Weakness: Bounty Hunter Their big explosives are heard to defend against as it renders your lightsaber's defensive capabilities useless. Could be Guarded: Use your force powers to your advantage and protect yourself from the damage.
  • Requirements
  1. 8 Force Sensitivity
  • Gives Force Power Mind Trick
  • Gives Weapon Lightsaber
  • Lightsaber Attack: 0.05 * Force Sensitivity
  • Lightsaber Attack Strength: 0.001 * Force Sensitivity
  • Lightsaber Defense vs. Lightsaber: 0.1 * Force Sensitivity (Includes swords, weapons like that)
  • Lightsaber Defense vs. Blaster: 0.15 * Force Sensitivity
  • Lightsaber Skill: 0.009 * Force Sensitivity
  • Force Focus: 0.02 * Force Sensitivity
  • Credits: 47,062
  • Jedi Experience: 0
  • Jedi Level: 1
  • Force Pool: 5 * Force Sensitivity


  • Leads to
    • Jedi Padawan
      • Jedi Knight
        • Jedi Master
    • Sith Apprentice
      • Sith Knight
        • Sith Lord Apprentice
          • Sith Lord

Hunter

If a month staring at an animal waiting for it to get closer appeals to you, this is you.

  • Strength: Bounty Hunter Your sniping abilities provide you long-range advantage over the Bounty Hunter. Could be stopped: Heavy Armor can weaken your blows, and give them time to react.
  • Weakness: Sneak Their stealth allows them to assasinate you before you see them. Could be Guarded: Raise your Awareness so you're not caught off guard.
  • Gives Snipe
  • Silent Movement: 3
  • Sniper Accuracy: 90%
  • Credits: 52,700
  • Hunter Experience: 0
  • Hunter Level: 1

Leader

If tactical command of troops under your command, or bringing a dying colony to life appeals to you, this is you.

  • Strength: With a party. You're pretty much overall weak alone. However with a party you're suddenly a pivotal point.
  • Weakness: Alone. When you're alone you're pretty weak. You have your weapons, but you have no special abilities, or bonuses/penalties that give you the advantage.
  • Gives Exhort
  • Gives Command
  • Tactical Command: 1
  • Moral Control: 1
  • Life/MaxLife: -2
  • Credits: 60,000
  • Leader Experience: 0
  • Leader Level: 1

Species

Human

  • Name:
  • Gender:
  • Species: Human
  • Aim: 70%
  • Force Sensitivity: 1d10 + 2
  • Reflexes: 3
  • Quickness: 1.0
  • Avoid: 30%
  • Melee Attack: 4
  • Melee Defense: 2
  • Life: 20
  • Feeling: 100%
  • Energy: 100%
  • Resistance: .1
  • Mental Strength: 10
  • Awareness: 1
  • Blaster Attack: 1.0

Wookiee

  • Name:
  • Gender:
  • Species: Wookiee
  • Aim: 75%
  • Force Sensitivity: 1d8
  • Reflexes: 3
  • Quickness: .9
  • Avoid: 15%
  • Melee Attack: 8
  • Melee Defense: 6
  • Life: 22
  • Feeling: 100%
  • Energy: 100
  • Resistance: .2
  • Mental Strength: 8
  • Awareness: 2
  • Blaster Attack: .8

Character Sheet

General Info

Statistics

  • Aim:
  • Reflexes: (Typical Blaster Speed is 8)
  • Quickness:
  • Avoid:
  • Melee Attack:
  • Melee Defense:
  • Armor:
  • Life/MaxLife
  • Feeling/MaxFeeling
  • Energy:
  • Resistance
  • Mental Strength:

Specific Skills

  • Lightsaber Attack:
  • Lightsaber Attack Strength:
  • Lightsaber Defense vs. Lightsaber:
  • Lightsaber Defense vs. Blaster:
  • Lightsaber Skill:
  • Force Focus:
  • Jedi Experience
  • Jedi Level

Weapons

Lightsaber

  • Cost: Only Buildable
  • Requires: Jedi Profession
  • Damage: Instant break except for special abilities.

Light Whip

  • Cost: Only Buildable
  • Requires: Jedi Profession, Exotic Jedi Weapons
  • Damage: Instant break except for special abilities.

Tonfas

  • Cost: Only Buildable
  • Requires: Jedi Profession, Exotic Jedi Weapons
  • Damage: Instant break except for special abilities.

DC-15s side arm blaster

  • Cost: 3,000 Credits
  • Damage: 12
  • Ammo: Requires no Ammo
  • Speed: 7

DXR-6 disruptor rifle

  • Requires: Snipe
  • Cost: 3,500 Credits
  • Damage: 40
  • Ammo: 10 Sniper Energy Pack: Uses 100 Energy.
  • Speed: 8

DC-15x Sniper Rifle

  • Requires: Snipe
  • Cost: 2,000 Credits
  • Damage: 30
  • Sniper Accuracy: + .1
  • Ammo: 20 Sniper Energy Pack: Uses 50 Energy.
  • Speed: 10

E-11 Blaster Rifle

  • Cost: 1,000 Credits
  • Damage: 20
  • Ammo: 500 Standard Energy Pack: uses 2 Energy.
  • Speed: 8

Standard Energy Pack

  • Cost: 130 Credits
  • Energy: 100

Sniper Energy Pack

  • Cost: 35 Credits
  • Energy: 2,000

Minor Frag Grenade

  • Cost: 1,500 Credits
  • Damage: 20

CryoBan Grenade

  • Cost: 1,300 Credits
  • Effect: 2 Damage, and Freeze for 3 Seconds.

PLX-2M portable missile launcher

  • Requires: Heavy Weapons
  • Cost: 3,250
  • Damage: 60
  • Ammo: 6 3t3 Missiles

3t3 Missile

  • Cost: 1,950
  • Ammo: 1

Force Powers

Intuitive Force Sense

  • Passive Costs nothing, requires 7 Force Sensitivity
  • Adds 10% Aim
  • Adds 5% Avoid
  • Adds 5 Reflexes
  • Adds 2 Awareness

Weak Mind Trick

  • Requires: Jedi
  • Cost: 50 Force Points
  • May Delay 1 Enemy 2 Turns.

Feats

Hide

  • Feat Points: 3
  • In order to stay hidden test Stealth and Silent Movement against Awareness, if fail, you are revealed.

Snipe

  • Feat Points: 2
  • Allows you to use your Sniper Rifle out of range of Melee Weapons. Use Sniper Aim instead of Aim.

Exhort

  • Feat Points: 5
  • Adds a bonus to your teams moral by Moral Control. Each of the members in the team's feeling gets a boost of + (Moral Control /10)

Command

  • Feat Points: 5
  • Request Expansion
  • Adds a bonus to your team's skill by Tactical Command.

Hide Weapon

  • Feat Points: 3
  • Give you the Ability to activate the Surprise attack ability, Tests continual hiding of Craftiness against Awareness.

Surprise Attack

  • Feat Points: 2
  • Requires Hide Weapon
  • Tests Blaster Speed (in case of lightsaber 10) + 10 against reflexes. If passes, can't be defended.

Handle Explosives

  • Feat Points: 2
  • Allows you to use explosives.

Handle Large Weapons

  • Feat Points: 2
  • Allows you to use big Guns.

Pull Arm Off

  • Requires: Wookiee
  • Feat Points: 1
  • Halve Melee Attack and Defense

Martial Arts

Echani Martial Art
  • Info: The Echani Art goes beyond pure self defense, it also is a form of communication. It focuses on being self-expressive, while most of its moves include grappling, and take downs, and such like that. It has 3 tiers, each one increasing in strength and difficulty.
Echani Tier 1
Echani Tier 2
Echani Tier 3
K'tara Martial Art
  • Info: K'Tara is a Martial Art which was taught to the Republic's Special Forces, it focuses on causing Maximum damage and minimal noise.
  • Requires: Hide
Hijkata Martial Art
  • Info: The Hijkata art was taught to the Old Republic's Senate Guard, and like Teras Kasi, it focuses on striking unlike the Echani.
Wrruushi Martial Art
  • Info: Wrruushi was devoloped by the Wookiees, and they are the only beings capable of it. It focuses on utilizing their upper body strength, and consists of a lot of Jabs and Punches.
  • Requires: Wookiee

Exotic Jedi Weapons

  • Feat Points: 2
  • Description: Allows you to use Tonfas and Lightwhips.

Bonuses & Penalties

Leadership Confusion

  • Requires: 2 Leaders in 1 Party without Jedi
  • If 2 Leaders are together without a Jedi then there is leadership confusion, and both's effects are at 75% effectivity.

Slowness of Learning Quickness

  • Requires: Human/Wookiee Status
  • If you put extra points in to the Quickness stat, then it will only count as (number put in -1). So 2 counts as 1, 3 counts as 2 and so on.

Pride of Keenness of Eyes

  • Requires: Wookiee
  • If you put extra points in the Awareness, or Aim stat, then it will only count as (number put in - 1). So 2 counts as 1, 3 counts as 2 and so on.

Feeling Detraction

  • Your effectiveness is determined also by how damaged you are. All of your stats except a few, (Resistance is the only one I can think of right now.) are detracted to the percentage you how much you're damaged + 20%. For example, you're at 2 out of 20 life. You're at 10% life. That means that your feeling is 10%, and that your effectiveness is 30%. Your Base Melee Attack is 4, then your new Melee Attack is 1.2.
  • Exception: If you have greater than 70% feeling, then this exception applies, if you have greater than 70%, but less than 81%, then your effectiveness is 95%, if you have Greater than 80% but less than 100% then you have 98% effectiveness.

Whiplash

  • Requires: Lightwhip
  • If you attack with your lightwhip, you're opponent get -30% Aim when defending, you also get a -0.2 Lightsaber Attack. You also get a backfire in that when blocking you get a -40% Aim.

Tonfa Defense

  • Requires: Tonfa
  • If you attack with your Tonfa, you have to be in very close range, and your Lightsaber Attack Strength is useless, but you get a +.05 Lightsaber Skill. Needs better balance. However when blocking you get +.3 Lightsaber Defense vs. Lightsaber, and +.3 Lightsaber Defense vs. Blaster, and + .1 Aim when defending. Wonderful for Defense, but stinks at attack.

Help Files

Tutorial

While you really don't need to know much at all about the game, the main must is understanding the basics of the battle system.

See the battle example below for a good example. The basics are this. Your Blaster Attack, Quickness, Lightsaber Attack, Lightsaber Defense vs Blaster, and Lightsaber Defense vs Lightsaber stats all impact how quickly you can move to block, attack, or use a feat.

When you attack, you roll a die to see if you were able to hit the enemy, if you do, then you apply the damage + any bonuses/penalties to that enemy.

When you defend, you test the 2 Damages against eachother and if the defender loses, then he is hit anyway, if he wins, the you test his stats against the attacks the same way you would had he been the one attacking.

When you use a feat or Force Power it may take some time to use but it will produce an effect that is usually positive.

In making a Character it is extemely useful to know stuff about the professions, like its strengths/weaknesses, and its feats. 2 Places to find information about the professions is the "Guide to Professions" in the Help Files, and the "Professions" in the Game info.

In anything, the more you know about the game than your opponent, then the more of an advantage you'll have over him, I would encourage you to look at all the information.

Character Creation

  • Thank you Max Dice for supporting this Session.
  • Game Master: Hello Player 1, you wanted to make a player?
  • Player 1: Yes.
  • Game Master: Roll 1 10 sided die for your Force Sensitivity. (Game Master gives Force sensitivity test first because I've found that that is one of the biggest factors in thinking what kind of Character you want.
  • Player 1: I rolled a 10!
  • Game Master: Great! That's really high!
  • Game Master: Here's your Species options. (Game Master gives Species second because it will give the player an Idea of who his new character will be. If he thinks of a Twi'Lek, and there are no Twi'Leks, then it creates problems)
    • Game Master: It appears Human is your only option.
  • Player 1: Ok, I'll go with Human.
  • Game Master: Ok, I'm entering that in. What would you like your character's Gender to be?
  • Player 1: I think its a He.
  • Game Master: Ok, what's his name?
  • Player 1: Arnik Starnon.
  • Game Master: What's he do for a living?
    • Game Master: Your options are: Sneak, Bounty Hunter, Jedi, Trader, Politician, Hunter, Farmer, Services and Leader.
  • Player 1: I think He's a Jedi
  • Game Master: Tell me about this Character.
  • Player 1: He's about 5' 9", average strength, and weight, silent, easily distracted, but isn't very interested in women. He's 30, and isn't yet married, and isn't proud of the fact.
  • Game Master: Tell me about his past, and his parents.
  • Player 1: His mother was a pilot for the New Republic when she died in the explosion of the second Death Star. She was kind, but highly contemplative. His father is still living, but doesn't mention Arnik much.
  • Game Master: What is Arnik's dream?
  • Player 1: To bring equality to all children, and to stop the racial segregation the Empire began.


Sample Characters

Arnik
  • General Info
    • Name: Arnik Starnon
    • Gender: Male
    • Species: Human
    • System: Corellian
    • Date: 1/1/1 ABE
    • Description: Arnik is 5' 9", average strength, and weight. He's usually silent, and is easily distracted. He's not easily attracted to a woman. Arnik is 30 and not entirely proud of it.
    • Past: Mrs. Starnon was a pilot fighting for the New Republic when she died in the explosion of the second Death Star. Arnik remembers her as kind, but highly comtemplative. Mr. Starnon is still living, but doesn't meet with Arnik much.
    • Dream: To bring equality to all children, and to stop the racial segregation the Empire began.
    • Profession: Jedi
    • Credits: 47,062
    • Alignemnt: 0
    • Force Sensitivity: 12
    • Awareness: 7
  • Statistics
    • Aim: 90%
    • Reflexes: 8
    • Quickness: 1.0
    • Avoid: 40%
    • Melee Attack: 4
    • Melee Defense: 2
    • Armor: None
    • Life/MaxLife: 20/20
    • Feeling: 100%/100%
    • Energy: 100%/100%
    • Resistance: .1
    • Mental Strength: 15
    • Awareness: 3
    • Blaster Attack: 1
  • Specific Skills
    • Lightsaber Attack: .6
    • Lightsaber Attack Strength: .012
    • Lightsaber Defense vs. Lightsaber: 1.2
    • Lightsaber Defense vs. Blaster: 1.8
    • Lightsaber Skill: .108 (10%)
    • Force Focus: 0.24
    • Jedi Experience: 0
    • Jedi Level: 1
    • Stealth: 0
    • Silent Movement: 0
    • Sneak Experience: 0
    • Sneak Level: 0
Zultzan
General Info
  • Name: Zultzan Arton
  • Gender: Male
  • Species: Human
  • Date: 1/1/1ABE
  • Description: Zultzan was born in the Zeltron culture, and has a slight resemblence to them. However when asked, he alwasy says, "I'm human, and I always will be." 5' 6 He's slightly sensitive about his height. Aqua eyes give him an interesting look.
  • Past: His parents entered a hurricane, and not even their adeptness at the controls could save him, their arrogance caused them to badly inspect their ship causing only 1 life jacket to be onboard, putting their only son, in it, the ejected him to await their doom. Named by the Zeltron he picked up a few characteristics from them. However unfortunetly for him, life took a bad turn, and now he's stuck running for his life from the Republican authorities.
  • Dream: To become a skilled flight inspector to save arrogant people from their deaths.
  • Profession: Sneak
  • Credits: 50,700
  • Alignment: 0
  • Force Sensitivity: 5
  • Awareness: 1
Statistics
  • Aim: 70%
  • Reflexes: 3
  • Quickness: 1.0
  • Avoid: 30%
  • Melee Attack: 4
  • Melee Defense: 2
  • Armor: None
  • Life/MaxLife: 20/20
  • Feeling/MaxFeeling: 100%
  • Energy: 100%
  • Resistance: .1
  • Mental Strength: 10
  • Awareness: 1
  • Blaster Attack: 1
Specific Skills
  • Lightsaber Attack:
  • Lightsaber Attack Strength:
  • Lightsaber Defense vs. Lightsaber:
  • Lightsaber Defense vs. Blaster:
  • Lightsaber Skill:
  • Force Focus:
  • Jedi Experience
  • Jedi Level
  • Stealth: 2
  • Silent Movement: 3
  • Sneak Experience: 0
  • Sneak Level: 1

Sample Battles

Alright, for this sample battle We'll use Arnik, and Zultran, Arnik is who we made in the Character creation Tutorial. Arnik is armed with a Lightsaber, and Zultran with a DC-15s Side Arm blaster. Zultran is attacking Arnik from behind.

  • Stage 1:
    • The attacker goes first.
    • If the defender's Reflex is below the bullet speed, then the attacker will get another free move.
  • Stage 2:
    • Here you can look at your feats and force powers and see what ones you'll use. In a typical situation, its either a force power, or an attack. Defense is automatic.
  • Stage 3:
    • Fulfil attacks. The possibility to hit, is aim, - avoid. If the rate is 2 times greater or more than the attack power, then it is deflected at the same lethality. In the case of any score, subtract the damage from the effected person's Life.
  • Stage 4:
    • End Turn, if there is more attacks, repeat stage 2-3, otherwise switch turns and go through stage 2-3.

Example: Zultran is attacking Arnik, from behind with his DC-15s Side Arm blaster. As Zultran is attacking, he goes first. He does not wish to hide so early, so he shoots the Jedi with his DC-15s (had the DC-15s needed ammo, it would have run out of 1 shot.) The Blaster Speed for the DC-15s is 8, and Arnik has just enough to react. Zultran has a Blaster Attack of 1, so we'll only calculate 1 shot. (Had it been 2 we would have done this process for 2 shots.) Zultran has an Aim of 70% while Arnik has an Avoid of 40% That leaves Zultran a 30% chance of hitting Arnik. A 100 sided die is rolled, (provided by the game master, thank you MaxDice, 2 10s can substitute you just have to multiply the second by 10), First roll yields a 2, so it will be _2, second roll yields a 5, so the d100 comes to 52, this is too high for the goal of 30 or less, so Zultran misses. Then the game master will weld a story around the dodge. Although the sneak shot had a high rate of sucess, Arnik's high Jedi Reflexes were just too much! Because Zultran and Arnik's quickness is even, it goes to Arnik's turn.

Arnik then realizes the danger, but feels safe enough to not have to use his force power, Jedi Mind trick so he decides to attack with his lightsaber, however his lightsaber attack is only .6 so he can't attack on this turn, he readies his lightsaber to attack next turn. His quickness is even with Zultran's and thus it is now Zultran's turn.

Zultran feels that the battle is going in his favor, so he attempts to shoot the Jedi again. This time he rolls a 69, and so he misses again. Being caught off guard by the lightsaber Zultran got distracted by the sudden fear in his gut. Their quicknesses are even, so it is Arnik's turn.

Arnik decides to attack with his lightsaber, and attempts to attack. His aim is 90, and Zultran's Avoid is only 30%, so he has to get a 60, or lower. He gets a 39, and his attack strikes. A blaster has no defense, and Zultran isn't wearing any armor, so Zultran is shot down.

Example 2: Zultran is attacking Arnik again using his trusty DC-15s Side Arm Blaster. He shoots the Jedi, and the Jedi reacts. He gets a 28, well within his range. Firing before the Jedi gets a chance to ready himself with his lightsaber it goes to his lightsaber defense, which is high enough to attempt to block. Then the Aim is tested against the Blaster Speed / 10. The Jedi must score a 10 or lower to block. he gets a 47, and misses his block. His life is then deducted down to 2. Their Quickness is even so its Arnik's turn.

Arnik is heavily wounded, so he uses his Jedi Mind Trick. Arnik has a Force Pool of 60, and it cost 50, so he gets ready to activate his force power in 3 more turns. It is now Zultran's turn.

Zultran shoots, and gets a 79, and misses by a long shot. It is now Arnik's Turn.

Arnik continues to prep his Mind trick readiness to .48. It is now Zultran's Turn.

Zultran shoots, and gets a 64, and misses again. It is now Arnik's Turn.

Arnik continues to prep his Mind Trick readiness to .72 It is now Zultran's Turn.

Zultran shoots, and gets a 36, and gets closer, but still misses. It is now Arnik's Turn.

Arnik continues to prep his Mind Trick readiness to .96, it is now Zultran's Turn.

Zultran shoots, and gets a 94, and misses. It is now Arnik's turn.

Arnik finishes prepping his Mind Trick and because Arnik's Mental Strength is greater than Zultran's by 4 or more, Zultran is delayed for 2 turns, enough for Arnik to get his quickness to double Zultran's and Arnik gets away.

Somethings to keep in mind in this battle, only 1 of the rolls was fake, and Arnik is a Jedi Progidy, he's got the highest Force Sensitivity possible. (Anakin Skywalker was about 12 or 13) They are both Level 1, and that means that they both are like younglings, that is why there is so much missing, and so little blocking.

Attributes

General Attributes

Name
  • Useful for keeping track of, and personalizing characters.
Gender
  • What sex the player is. Male or Female.
Species
  • This determines many of the character's statistics.
Locationing
  • System/Planet/Territory/City/Location: This shows the current location of the player.
Date
  • What day/month/year it is.
Description
  • A description of the character's attributes, faults, appearance, pretty much anything you want. Origin here too.
Past
  • Who the character's parents were, where he's come from, stuff like that.
Dream
  • What the character plans to do, and what you plan to do with the character.
Profession
  • Greatly impacts what you can do, and what you're good at.
Credits
  • Your money, form of easy trading, what you buy stuff with.
Alignment
  • How darkside/Lightside oriented you are, not limited to Jedi. If it gets too Darkside, then you can become insane, or controlled by the darkside in which the GM may have some limited control over your actions. (killing a loved one out of anger, ext.)
Force Sensitivity
  • Impacts your initial power as a Jedi, and how easy it is to get powerful. Also may give you some force powers, as well as the opportunity to become a Jedi.
Awareness
  • How well you can detect other presences.

Statistics

Aim
  • This is how likely you are to hit something that is not moving. When blocking with lightsaber tests against Accumulative Attack Speed. When entity is moving, tests against Avoid.
Reflexes
  • Reaction to a Surprise attack. Tests against Attack Speed.
Quickness
  • How fast you can move. 1.0 is even, if you have a 1.7 and your opponent a 1.2, then every 2 turns you get a bonus move.
Avoid
  • How skilled, and quick you are at dodging.
Melee Attack
  • How much damage you can inflict when using Martial Arts like moves.
Melee Defense
  • How much you can block Melee Attack, or other using Martial Arts like moves.
Armor
  • What armor you use, and its stats.
Life
  • How much vitality you have in you, how much longer you have to live.
Feeling
  • How well you're feeling can give penalties or bonuses depending.
Energy
  • How much energy you have left to see if you can make a move.
Resistance
  • How resistant you are to Energy losses, and physical attacks.
Mental Strength
  • How resistant to mind tampering you are.

Specific Statistics

Force Pool
  • How much Force Energy you have left.
Lightsaber Attack
  • This represents how many times every Second you can move in Attack with your lightsaber.
Lightsaber Attack Strength
  • How quickly you wear down his defenses against your lightsaber.
Lightsaber Defense vs. Lightsaber
  • This represents how many times every Second you can move in Defense with your lightsaber against another.
Lightsaber Defense vs. Blaster
  • This represents how many times every Second you can move in Defense with your lightsaber against a blaster.
Lightsaber Skill
  • How likely you are to cause an accident for the enemy and avoid having one done to yourself. ex. Getting an arm chopped off.
Force Focus
  • Represents how many times each second you can use the force.
Jedi Experience
  • How soon your Jedi will increase in skill.
Jedi Level
  • How skilled your Jedi is.
Stealth
  • How well you can not be seen.
Silent Movement
  • How well you can not be heard.
Sneak Experience
  • How soon your Sneak will increase in skill.
Sneak Level
  • How skilled your Sneak is.

Guide to Professions

Jedi

  • If you prefer ancient weapons and hokey religions to a good blaster, this is you.
  • Early in the game the Jedi is weak, however if he survives, he has some of the most potential for being powerful. A Jedi's main power comes from the Force, however his Lightsaber is a great boost to his power due to his both defensive, and offensive capabilities.
  • Jedi are the tortoises of this game, they start out really weak and vulnerable. It takes forever to use their feats, and their blocking/attacking capabilities are slow. However if they make it through in the game, their attacking capabilities will get more frequent, their blocking capabilities more precise, and their Force Powers more useful. The longer they are in the game, the harder it will be to kill them. When using this profession never forget that your strength comes from the force.

Bounty Hunter

  • If you prefer to hunt then to be hunted, if you just enjoy great money, or the challenge of the kill. This is you.
  • Bounty Hunters are the commandos of Star Wars Galaxies. While Jedi are in danger when outnumbered a Bounty Hunter looks best on the hunt, and when outnumbered. Big Guns, and even Bigger Explosives offer him the 2nd best arsenal of the entire game. And to make something good even better they can hide their weapons, and then use them for a surprise move which unless reflexes are REALLY high, can't be defended against.

Level System

When you first start a game you have 2 Points to distribute, For percentages these count as 10%, for regular intergers these count as 1, for your Force Pool these count as 10, and you can also use 1 feat point with this. (You also get the starting points for the required stats for the feat if you do not already have the stats.)

For each attack you make, you get + 5 experience to your classes, if you have only 1 class, then you get 100% to your Primary, if you have more, then, 80% to your primary, 60% to your Secondary, 45% to your tetiery, 35% to your fourth, and 30% to your fifth. The added experience is specific to the individual Force Powers.

The Level Required Experience increases by 120% each level gained. So the First level is 100, the second is 120, the 3rd is 144, and so on.

Processes

  • Desigining Main Game


Log

Log Version Part 1.0.1

  1. Adding:
  2. Deleting:
    1. Housing
  3. Revising:
  4. Keeping:

--2Corin 517 17:56, 3 December 2007 (EST)

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