This document is a rule set for the forum moderators in the case of RP disputes. Regular members are not required to read this.
1. All elements of the roleplay SHOULD be kept in the Star Wars universe. This includes characters, species, weapons, and planets.
1a. Custom, self-created species/planets/etc must be created in depth and in the case of planets 3 or more RPs. The creation of custom planets must be done in a realistic manor.
1b. Customized, non-canon technology is not allowed. Customized models or weapons may be made of any existing canon technologies, however.
2. All roleplays relating to the Jedi Sith forum must be done on the forum or a backup forum when GTX0 is otherwise unavailable.
3. All apprentices/padawans are under protection from death for the first 3 days of training. If an apprentice/padawan chooses to engage in battle before their 3 days of training are up, this rule is void.
4. While an apprentice/padawan is training inside a temple, neither master nor apprentice may be attacked.
5. If you reply twice IC (2 posts are permitted in case two people post at the same time) to a reply/post, you have accepted it EXACTLY as it is written. If any RP reply/post is edited using the edit feature after your opponent replies, you must provide definite proof of what exactly you changed, there will be NO exceptions.
5a. In battle, if an attack is ignored or insufficiently defended against (i.e., blocks their left side when the attack was made on the right), the attack is effective. A person ignores an attack by responding to other actions in that post, but neglecting that attack, or does not post within an hour while obviously online. If this one-hour situation occurs, the responder will be given a chance to explain why he/she could not respond.
5b. In order to attack any personal property (stores, homes, etc.), the owner must be present. If an employee or assistant droid is present on the property (and creates a post stating such), then this character acts as "owner". If an owner ignores any attack against their property and continues to RP in other posts (as ANY character), without acknowledging the attack, then the attack will be successful. Exceptions can be made if the owner was in the process of typing up a separate RP at the time of the attack.
6. In order to train another character you must have a profile up on one of the designated websites, or on the forum.
6a. When in a battle or fight you must state in the RP: any weapons, special equipment, armor or anything that will be used within the battle/fight, or at least have them in your profile under the equipment section. Exception to this rule can be granted if both parties agree.
7. If your character dies, the character may come back in a "resurrection" in 28 days. Retraining is not necessary and the same rank is retained. "Resurrection" times can be negotiated by the involved players.
8. An NPC cannot attack a PC unless the PC controlling the NPC is attacked, or the NPC itself is attacked. 'Bodyguard' NPCs must be kept to a reasonable number - at most 3.
9. Armies may only attack other armies UNLESS a PC chooses the engage on the front lines of an battle with 'his/her' troops. In the case of large monsters or robots or something of gargantuan size attacks your base, however, you may use your army to defend yourself.
10. Planets/Moons/Solar Systems cannot be destroyed unless expressively allowed by the moderator or agreed on by forum consensus.
11. NPCs cannot use the force. Robotic/mechanical constructs cannot use the force. Characters may only use the force if the majority of their body is organic.
12. If you want a post to be private, add something like "Closed" or "Private" in the post title. While this privacy request in is a post title, all uninvited guests are subject to having their posts voided by the original poster.
Godmodding consists of the following:
-(False) Real Time Play: Saying your opponent could not do this or that while they made an equal or less amount of actions as you, simply because you cannot imagine it by replaying it in your head. If it is plausible that your opponent could evade/block an attack, it will be ruled as successful. We will not accept excuses such as "the human mind and reflexes can't work that fast." This is an ignorant statement and proves you do not know actual fighting and the science involved. Highly trained human beings have been clocked on reacting to an attack in under a second, and all Jedi and Sith will certainly be highly trained enough to do this. Another case of RTP is saying your opponent could not possibly know what kind of attack you were going to make. There is such a thing as anticipating an attack, as it happens frequently in real-life fighting. Example: If you swing your sword around to the left, do not assume your opponent won't know you will swing back to the right.
-Control by Proxy: You may not control your opponent under any circumstances, unless expressively allowed by your opponent. If your opponent makes an attack against you that is vague, you can defend yourself the best you can with the details you have. However, you cannot twist or manipulate anything your opponent does in regards to their defense or positioning to your advantage. For instance, if your opponent says he is standing, but does not specify he is standing on his feet, you may NOT assume or make it that he is standing on his head. If your opponent's post is too vague in regards to positioning, attack, or defense, you can ask your opponent to edit their post to greater specify the missing details - in which case, they MUST comply.
-Auto-hitting is saying that an attack made it through, without the victim getting a chance to defend, thus killing them or causing severe damage. Making another person commit suicide or walk straight into your own blade is also under this restriction. This is basically a variant of control-by-proxy.
-An Auto-dodge/parry is an evasion or a blocked attack that is not described well enough; simply stating "(name) evaded the attack..." is not considered a real dodge in an actual duel. If you are fighting an NPC, it is acceptable, but if you are fighting a real person, this can result in the voiding of your post. If you have a really big problem with evading some attack, do not Auto-dodge. Contact the moderator for help and ruling.
-Omnipotence/Immortality/Powerplaying: By immortality, this is referring to characters that have no weakness. This includes: eternal life, an impossible to hit person, a person that heals instantly, never gets tired, and simply vanishes from existence if they get bored or are about to die. A simpler way of putting it is - no matter how many times you hit this kind of a person, or how hard, they simply will not die. This does not include a person with genuinely good evasive and defensive techniques, however. Omnipotence is performing the following: teleporting from one place to another, having huge planet-shattering abilities, knowing what everyone is thinking, knowing exactly where everyone is, knows what everyone is going to do before they do it, basically just being ultra-powerful - practically an even more ridiculous form of immortality. People who do these things are often called "Gary Lou," or "Mary Sou." No one likes this kind of person, and furthermore, this behavior is not tolerated, and any posts containing these listed powers will be voided.
These rules apply to character training:
'Training' is a process which each force using character must go through before they are allowed to use force powers.Note that these are optional and you can skip this process entirely (see Statute Rule 3). Upon completion of training, a character will have the basic five force powers (push, pull, jump, speed, sense), and will then choose a bonus 'advanced' force power from their chosen side of the Force. Training may occur in one of the following ways:
1. Basic training. The master will teach the apprentice the basic five force powers.
2. Mission training: A scenario roleplay where the master and apprentice are out to solve a conflict of some sort. The master dictates the events of the roleplay, and the apprentice uses his/her abilities to solve the conflict through diplomacy and combat.
3. Spar training: If a new person feels they are capable of skipping training, they may challenge a willing existing character to a spar, with ability to use all Force powers allowed in battle. If the moderator deems the person skilled enough in the spar, they may skip training. If not, the apprentice must select an alternative training option. As all characters begin with the five basic powers, plus one advanced power they select, further powers may be acquired through additional training. The power may be learned from a holocron, or another character who has the power.
All characters who have been approved as "trained" may use all powers in this list at any time, with respect to their Force Alignment.
All Force users can use up to 5 Power uses per turn. Only 2 may be �Aggressive� powers, but all 5 may be �Defensive/Passive� powers unless stated under a power specifically.
Remove-limits/No-limits Clause: These limits may be negotiated or eliminated if agreed on by all parties involved, and other powers may be allowed as well if they are allowed by your opponent. Ensure whatever powers or limits you wish to add/exclude are agreed upon with your opponent(s) on the forum before the duel begins to prevent disagreements and debates.
Even if this list below looks restricting, if you use the above clause to negotiate/remove limitations, this is actually the least restricting rule set the forum has ever had. You could have Jedi using Force Destruction and Sith using Wall of Light, and infinite Force usage if you so wished -- don't count on that, but it comes to show just how free this system can become.
Force Power classification key:
A = Aggressive Power
D = Defensive/Passive Power
Some non-battle powers may be noted here, to clear up confusion and prevent forum debates due to past incidents.
All Force powers not listed here that affect your opponent or yourself are automatically banned from duels. Therefore powers like Shatterpoint, Force Listening, and Comprehend Speech are allowed as none harm your opponent nor especially aid the user. Specialized powers can be approved by the mod, but the person must give up one default power in exchange and clearly specify the custom power. They must also notify their opponents of their custom powers.
Dimension Shift is only allowed to draw out weapons and gear specifically stated in your profile, and/or weapons and gear clearly mentioned in the RP before a duel begins.
A duel is considered any kind of battle between two or more non-NPCs. Thus, a person involved in a duel will not be affected by powers outside this list. In all other settings however, you may use any Force power that is on Wookieepedia with respect to your Force alignment. Other powers may be used in duels, but only when all parties involved agree on the conditions and state so in the RP before the battle begins.
Powers only last for the turn used unless otherwise stated in the description.
Anything a Force power is not described doing on this list, it doesn't do in the role-play.
The following powers have been banned by majority vote or for causing too much forum debate. You may not use them on any PCs.
Force Inferno (Chaos Variant)
Force Push (A) - Power usage: 1
A power that will send your target flying backward like a focused punch. The use of an open hand is required to use this. Two Force Pushes used against each other will cancel each other out. This power can be used to propel oneself off the ground or away from a wall, if the user specifies this is their intent. Force Absorb can also negate it.
Force Pull (A) - Power usage: 1
A power that brings your target towards you. The use of an open hand is required to use this. Two Force Pulls used against each other will cancel out both. Force Absorb can also negate it. Cost will be reduced to 0, only if the power is used to summon your designated weapon to your hand.
Force Wave (A) - Power usage: 2
A power that will send your targets flying backward all around you in a circle. Effectively a widespread Force Push. The use of an open hand is required to use this. Force Absorb can also negate the effect of the Force Wave for the person who used Force Absorb.
Force Grip (A) - Power usage: 1
This power is used to literally grab a target with the Force. Users are capable of lifting the intended target off the ground and moving them through the air. This power can grip or squeeze the target in place, but it cannot crush or destroy the target. This ability requires extreme focus upon the object at hand, and any break of concentration by losing focused sight of the target (such as being targeted by another user�s aggressive Force power or Force Blind) and the grip would be removed, the target's freedom of movement restored.
Jedi/Sith Mind Trick (A) - Power usage: 0
When using a mind trick, a user waves his or her hand to aid in the persuasion. This may only be used on NPCs.
Force Jump (D) - Power usage: 0
This power uses the Force to enhance one's jumping ability. Using this power, one can perform very dynamic and acrobatic movements and jump up to 30 feet into the air.
Force Speed (D) - Power usage: 1
Usage of this power results in increased speed of the Force-user, and enables them to see the world and the entities around them in slow motion, allowing them to dodge attacks easily and attack quicker with greater accuracy. One can actually run on vertical surfaces for brief periods of time. This will quadruple the user's current speed. It can be combined with the effects of Valor/Rage.
Force Blind (D) - Power usage: 1
This power shines brightly in the palm of the user, instantly blinding their target for one turn. The use of an open hand is required to use this. When this power targets a person, it instantly neutralizes the effects of Force Grip and/or Choke, and the target cannot use either power for a turn. However, the target can still maintain awareness of all surroundings and dangers with Force Sense.
Force Sense (D) - Power usage: 0
This power can be used to feel another being's feelings, the future, ripples in the Force caused by momentous or traumatic events, impending danger and the presence of another Force user and their alignment, and can help the user predict his/her opponent's movements. This ability allows Jedi to be able to see others without relying on their physical senses as well.
Telepathy (D) - Power usage: 0
This power allows the user to speak to others� minds through the Force. It may only be sent to specified individuals, and one cannot do "telepathic broadcasts."
Saber Throw (A) - Power usage: 1
This power allows a user to aim a tossed saber-like weapon at their target. It usually works with a boomerang effect.
Force Defend/Deflect (D) - Power usage: 1
This power can be used to block or deflect blaster bolts and other projectiles, with the use of your bare hand. It can also deflect or block Force Lightning and Electric Judgment/Emerald Lightning.
Force Stealth (D) - Power usage: 0
This power is used to mask Force alignment (Light or Dark), one's ability to use the Force, or even one's entire presence from other Force-sensitives. However, its effect will end when you use an aggressive Force power or an alignment-based power.
Force Cloak (D) � Power usage: 0
This power can photo-kinetically bend light and sound waves around the user, rendering them invisible to others, both visually and through Force. Since it physically bends light like a cloaking device, this power could be used to hide from beings such as droids and the Yuuzhan Vong, beings normally immune to Force-based illusions. Ultimately, you are invisible to all other beings, living or mechanical. However, its effect will end when you use an aggressive Force power or an alignment-based power. This power can be used to avoid a battle or for other stealth purposes, but NOT to escape a battle.
Emerald Lightning/Electric Judgment (A) - Power usage: 1
A stream of electrical bolts sent towards a target to stun and neutralize them. This power can be only used with a free hand (nothing being held in it) and will emit from the user's fingertips. This power can be negated with Force Absorb. A stream of electrical bolts sent towards a target to stun and neutralize them. This power can be only used with a free hand (nothing being held in it) and will emit from the user's fingertips. This power can be negated with Force Absorb. It can also be blocked/reflected with Force Defend, or merely by a lightsaber put in its path. It can be dodged if the target moves away from the precise spot the lightning is aimed at before it is emitted, or if the target uses Force Speed.
Force Absorb (D) - Power usage: 0
This power absorbs a susceptible Force Power and entirely negates its usage. Due to the nature of the negation affect and no power usage, it is limited to be used only 2 times per duel.
Force Valor (D) - Power usage: 2
A power that will double the user�s current physical strength, speed and agility for 5 of the user�s turns. Afterwards another 2 points must be specifically used to continue usage for another 5 turns. This boost will give the user a noticeable strength/speed advantage against their opponent if they cannot compensate for the boost. This power will automatically negate the effects of Force Fear.
Force Lightning (A) - Power usage: 1
A stream of electrical bolts sent towards a target to stun and neutralize them. This power can be only used with a free hand (nothing being held in it) and will emit from the user's fingertips. This power can be negated with Force Absorb. It can also be blocked/reflected with Force Defend, or merely by a lightsaber put in its path. It can be dodged if the target moves away from the precise spot the lightning is aimed at before it is emitted, or if the target uses Force Speed.
Force Choke (A) - Power usage: 1
This is an attack via the Force that is used to crush a living being's throat, in effect choking them. It must be implemented with at least one hand in a choking position. Those under its effect would usually clutch at their throats. This ability requires extreme focus upon the object at hand, and any break of concentration by losing focused sight of the target (or being targeted by another user�s aggressive Force power) and the choke would be removed, the target's freedom of movement restored.
Force Fear (D) - Power usage: 2
This power will strike directly at the deepest parts of the target's mind, attempting to cause an uncontrollable shaking fear that would severely cripple the target's capabilities. If not defended against the turn after one is targeted, with Force Valor/Rage or exceptional mental concentration, the effects will take place and be severe, rapidly demoralizing the target with a feeling of hopelessness and regret. Depending on the victim, the undefended affects will cause them to either cower away defenselessly or make them flee from their opponent.
Force Rage (D) - Power usage: 2
A power that will double the user�s current strength, speed and agility for 5 of the user�s turns. Afterwards another 2 points must be specifically used to continue usage for another 5 turns. This boost will give the user a noticeable strength/speed advantage against their opponent if they cannot compensate for the boost. This power will automatically negate the effects of Force Fear.
---Approved Senator List---
(Please contact the forum mod to be added)
Supreme Chancellor Loustan Makura of Cortina - Count Dooku
Senator Valerius of Naboo - Trever Leingod
Senator Keever - Relzan Klyza