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Since Star Wars characters have demonstrated a countless skills, abilities, and powers, we've decided to establish a set of guidelines on how to probably attain them with the use of experience points. 

Experience Points

What are experience points? 

Experience points (XP) are points that can be earned through RP. They allow players to purchase powers, power-ups, rank ups, and skills. 

How do I earn XP? 

XP can be earned through RP at a low rate (2 XP per RP). XP can be earned at higher rates in event RPs. Giveaways may also be a possibility in the future. 

Can XP be reused? 

No, XP cannot be reused. Once it is redeemed, it is gone for good. 

How do I obtain XP after the RP is over?

After your RP is over, it is recommended you post a notice on the point verification board. A community administrator will then look over the RP and distribute the earned points to participants.

How do I spend XP?

You may spend XP through the point redemption board. Please specify what you wish to spend your XP on. 

Progession System for Lightsaber Powers

  • Beginner - (Free) 
  • Novice - (5 XP)
  • Adequate - (10 XP)
  • Advanced - (20 XP)
  • Mastered - (30 XP)

Progression System for Force Powers (does not apply for Special Powers)

  • Beginner - (Free)
  • Advanced - (+50% to initial cost)
  • Mastered - (+100% to initial cost)

Progression System for Non-Force User Abilities (does not apply for Other Equipment)

  • Beginner - (Free)
  • Advanced - (+50% to initial cost)
  • Mastered - (+100% to initial cost)

Levels of Skill

Force sensitives

  • Initiate: This is the level all Force-users start at. All Initiates start off with the first lightsaber form, 'Shii-Cho'. They unlock one force ability slot.
  • Padawan: This is the next level: all initiates become a padawan when taken on as a one-on-one pupil with a full-fledgled Jedi. If they are not taken as a pupil, they attain this rank within a week of their creation. They gain one new lightsaber form. They unlock tree force ability slots.
  • Knight: This level is achieved one month after the character's creation.  At this level, the character may begin training in a second lightsaber style. They also unlock six force ability slots.
  • Master: This level is achieved three months after the character's creation. The highest level a Force-user can reach. At this level, the character may begin training a third lightsaber style. They also unlock eight force ability slots and one special ability slot.

Non-Force sensitives

  • Neophyte: This is the level all non-Force users start at. All neophytes start off skilled in the use of a blaster pistol. 
  • Adept: This level is achieved one week after the character's creation. At this level, your character gains one new skill, one melee and one ranged weapon training (or, alternatively, you may train for two melee weapons OR two ranged), and one extra piece of equipment.
  • Elite: This level is achieved one month after the character's creation. At this level, your character gains two new skills, one melee OR one ranged weapon training, and one new extra piece of equipment.
  • Champion: This level is achieved two months after the character's creation. At this level, your character gains two new skills, one melee OR one ranged weapon training, and one new extra piece of equipment. 

Ships and Space Travel

To travel to different worlds, you MUST have a ship. Ships can also be used for naval battles.

To travel between worlds, it is advised to record it on this board.

  • Starfighter (2 XP) - Starfighters are small vessels usually used for dogfights. They can seat one or two people and do not usually have their own hyperdrive and require outside assistance (hyperdrive rings can be purchased for 1 XP). It takes 8 hours real time to travel between worlds via starfighter.
  • Shuttle (2 XP) - Shuttles are vessels that can seat up to three people. They do not have excessive defense capabilities and thus are utilized best with starfighter escort. It takes 8 hours real time to travel between worlds via shuttle.
  • Freighter (4 XP) - Freighters are cargo ships usually used by smugglers to transport large quantities of supplies. They usually have at least one turret for defense, but aren't made for conflict. It takes 6 hours real time to travel between worlds via freighter. 
  • Corvette (10 XP) - Corvettes are small, fast, and manuervable, but lightly-armed. They are generally armed with at least two turbolasers. They are the largest ship that can be owned by a single character. It takes 4 hours real time to travel between worlds via corvette.
  • Frigate (15 EP) - Frigates are the smallest class of cruiser that can be operated and are typically captained by faction commanders. THEY MAY ONLY BE OWNED BY A FACTION! It takes 4 hours real time to travel between worlds via frigate.
  • Cruiser (20 EP) - Cruisers are a step up from frigates, typically commanded by faction lieutenants. THEY MAY ONLY BE OWNED BY A FACTION! It takes 3 hours to travel between worlds via cruiser.
  • Capital ship (25 EP) - Capital ships are the largest ships that can be operated. They are typically commanded by faction leaders. THEY MAY ONLY BE OWNED BY A FACTION! It takes 2 hours to travel between worlds via capital ship.

Companions

In addition to the RPed character, a character can have up to two companions (both droid and sentients) which can accompany them on their adventures. The first companion costs 10 XP and the second costs 15 XP. 


Force sensitives

Lightsaber Styles

  • Form I: Shii-Cho - The most basic of all lightsaber forms, Shii-Cho is taught to all Jedi at least at some level. It is a wild form, focused primarily on disarming opponents than harming them.
  • Form II: Makashi - A graceful and elegant form, Makashi focuses on balance and footwork to outmaneuver his foe.
  • Form III: Soresu - Soresu emphasizes a heavy defense, whilst looking for openings and weaknesses to exploit.
  • Form IV: Ataru - An aggressive style, Ataru focuses on powerful acrobatic attacks to tire an enemy out.
  • Form V: Shien/Djem So - Shien is primarily meant for skillfully deflecting blaster fire back at an enemy, while the more aggressive Djem So focused more on lightsaber combat. Both forms emphasize immediate counterattacks.
  • Form VI: Niman - Niman could best be considered the 'jack-of-all-trades' lightsaber form. It focuses on balancing elements of the preceding forms as well as the inclusion of Force-based attacks. It has no serious advantages, nor serious disadvantages.
  • Form VII: Juyo - The most deadly of all lightsaber forms, Juyo focuses on erratic attacks to unbalance an opponent. It sacrifices much focus to bolster an offense, leaving one exposed in the Force.

Areas of Focus

  • Control - The starting point of all Jedi teachings, control allows a Jedi to recognize the Force within himself and focus himself so he may use it.
  • Sense - Sense allows a Jedi to see the unseen and immerse himself in the universe around him.
  • Alter - A Jedi may use the Force to alter the physical environment around him, thus using it to his advantage.
  • The Light Side - Abilities of the light side are often used to defend oneself and bolster allies, but never for direct harm. It requires a focused and clear mind void of emotion to work efficiently. 
  • The Dark Side - The dark side is more often used for intent of harm or even death. A user gains power from emotions, often negative. While effective, it drastically deteriorates a person's spiritual and physical health due to the body's inability to handle such power. 

List of Usable Force Powers

  • Padawan-level Powers - These are basic abilities that can be learned by initiates and apprentices.
  • Knight-level Powers - These are more complex abilities are can be learned by full-fledged Jedi and Sith.
  • Master-level Powers - These are the most advanced abilities that can be learned, only comprehendable to true masters of the Force.

Telekinesis

Name Rank Cost Description
Force Push Padawan 2 XP Allows its user to push an object or person away from them
Force Pull Padawan 2 XP Allows its user to summon an item toward them
Force Jump Padawan 2 XP Allows its user to leap great distances
Force Grip Padawan 4 XP Allows its user to grip an object or person
Force Choke Knight 6 XP Allows its user to cut off air to another person's lungs
Weapon Throw Knight 6 XP Allows its user to throw a melee weapon at an opponent
Force Barrier Knight 8 XP Allows its user to raise a shield against enemy attacks for a short time (one turn)
Force Crush Knight 8 XP Allows its user to crush an object or person
Telekinetic Shell Master 12 XP Allows a user to fight unarmed through a telekinetic energy field which both protects them and augments their physical strength
Force Whirlwind Knight 8 XP Allows its user to trap an opponent in a mini-tornado for one turn
Repulse Knight 10 XP Allows its user to repel everything at 360 degrees
Force Weapon Master 12 XP Allows its user to imbue a melee weapon with the Force, enhancing it temporarily

Control

Name Rank Cost Description
Force Stealth Master 10 XP Allows its user to mask their alignment, their presence in the Force, and their ability to use it
Tutaminis Master 16 XP Allows its user to deflect lightsaber attacks and blaster bolts with their hands
Force Speed Padawan 5 XP Allows its user to run at incredible speeds
Clear Mind Padawan 4 XP Allows its user to clear his mind completely and thus focus on the situation at hand
Breath Control Padawan 4 XP Allows its user to still their breathing, making them temporarily immune to poisons and general lack of oxygen
Force Cloak Knight 8 XP Allows its user to mask their physical presence to eye or the senses
Force Body Knight 8 XP Allows its user to temporarily push their body to the limit, allowing them to endure what could otherwise kill them

Sense

Name Rank Cost Description
Shadow Vision Knight 8 XP Allows its user to see clearly in the dark without the assistance of night vision equipment
Force Smell Knight 4 XP Allows its user to enhance their ability of smell 
Force Sight Knight 4 XP Allows its user to see the very presence of the Force, even if they are blind
Far Sight Knight 10 XP Allows its user to sense emotionally close people even if they are across the galaxy
Psychometry Master 10 XP Allows its user to gain information of previous events or impressions simply by touching an object
Sense Life Padawan 6 XP Allows its user to sense life in the immediate vicinity
Force Track Knight 8 XP Allows its user to pick up the Force trail left behind by their quarry 

Telepathy

Name Rank Cost Description
Mind Probe Knight 8 XP Allows its user to force himself through the mind of an individual to uncover information
Force Meld Knight 10 XP Allows its users to connect their minds with each other to draw strength from each other and coordinate effectively, though if one user is killed while using this ability, all others are as well
Comprehend Speech Knight 6 XP Allows its user to pick up impression of what a person is saying who speaks a foreign language
Mind Trick Knight 6 XP Allows its user to influence the mind of a weak-willed individual
Force Empathy Knight 6 XP Allows its user to pick up impressions of a person's emotional state
Memory Walk Knight 10 XP Forces its victim to relive memories, usually painful ones
Illusion Master 10 XP Allows its user to force an illusion upon a victim
Beast Control Knight 8 XP Allows its user to influence an animal
Fear Knight 8 XP Can cause deep fear in a single opponent

Dark Side

Name Rank Cost Description
Force Lightning Knight 10 XP Allows its user to channel their negative emotions into a burst of lightning from their fingers
Rage Knight 8 XP Allows its user to channel their anger into a rage which augments their power, strength, and endurance temporarily
Force Scream Knight 6 XP Allows its user to amplify intense anger and frustration into a powerful scream similar in effect to that of a small explosion
Deadly Sight Master 12 XP Allows its user to cause intense pain and even injury to opponents simply by looking at them, but requires extreme concentration
Drain Master 12 XP Allows its user to steal health from their victim to replenish their own, potentially killing the victim

Light Side

Name Rank Cost Description
Ionize Knight 10 XP Allows a user to send a concentrated amount of lightning that can disable droid opponents and machinery, but is ineffective against living opponents
Battlemind Master 10 XP Augments the user's morale and fighting spirit, making them immune to mental attacks
Healing Knight 8 XP Allows its user to heal wounds of themselves or an ally, but the focus requires its user's full attention to complete and exposes the user to attack
Stun Knight 6 XP Allows its user to temporarily stun their opponent and put them in a daze
Valor Knight 12 XP Augments an ally's health and strength at great cost to its user's own energy

Special Powers

Name Rank Cost Description
Shatterpoint Master 30 XP Allows its user to detect faults and imperfections within an object or person and exploit them
Battle Meditation Master 40 XP Allows its user to boost the morale of their forces or drive the enemy's forces in disarray, but requires deep medition to concentrate
Sever Force Master 50 XP Allows its user to cut their victim's very connection to the Force (though it can potentially be restored it is a long and grueling process)
Drain Knowledge Master 40 XP Allows its user to steal all knowledge from a person's mind, leaving the victim totally braindead
Force Vision Master 40 XP Allows its user to see glimpses possible events of the long-term future, though since the future is always in motion, the visions are not set in stone
Force Spirit Master 60 XP Allows its user to live forever as a noncorporeal ghost incapable of physically interacting with the galaxy
Transfer Essence Master 60 XP Allows its user to be reborn in a new body at the maximum of THREE times before their spirit dies
Battle Precognition Master 30 XP Allows its user to have visions of incoming attacks before they happen (only in the short-term)




Non-Force sensitives

List of Non-Force User Abilities and Skills

Ranged Weapons

Name Cost Description
Blaster Pistols 2 XP A very basic weapon often used as a sidearm or handy backup for self-defense
Blaster Rifles 4 XP A rapidly repeating weapon that packs more firepower than a standard blaster pistol
Ion Blasters 3 XP A specialized blaster that can disable droids or hardware
Rocket Launchers 10 XP A heavy assault weapon that can store up to five rockets and can disable a tank
Flamethrowers 8 XP An anti-personnel weapon that unleashes a torrent of flames and tends to have a wide area of impact; can explode if damaged; has a very limited fuel supply
Rotary Blasters 10 XP A rapid repeating heavy weapon that has a wide area of impact; limited to 1,000 blaster bolts
Sniper Rifles 8 XP A blaster rifle that has a very long range, but is not rapid repeating

Melee Weapons

Name Cost Description
Lightsabers 20 XP An elegant weapon for a more civilized age, the use of a lightsaber by someone who isn't a Jedi is unorthodox at best, but a great swordsman can wield it to great effect
Vibroblades 6 XP A weapon, typically a sword or axe, which utilizes ultrasonic vibrations to enhance cutting ability; typically able to stand up against a lightsaber and easier to wield than one; electric surges can short-circuit it 
Electric Weapons 8 XP A weapon outfitted with electricity to enhance their attack power; typically has a limited charge and thus runs out after prolonged use
Polearms 6 XP Typically a long pole-like object such as a staff or pike which can be used for powerful, acrobatic thrust attacks
Whips 8 XP A braided weapon typically made of ductile material, whips are difficult to master, but can be used to great effect at disabling or disarming opponents at relatively long range

Skills

Name Cost Description
Dual Wield 8 XP The ability to wield two pistols or two swords in both hands, doubling defense or offense
Hand-to-Hand Combat 4 XP Training in martial arts provides its user with an effective defense, even when unarmed
Sword Training 10 XP Training in a particular art of sword-fighting gives its user expert skill at using vibroswords and even lightsabers
Slicing 8 XP The ability to hack into databases and break through digital security
Engineering 8 XP The ability to build and maintain mechanical equipement such as droids, starships, and weapons
Biochemistry 8 XP The ability to make healing chemicals and medicines
Xenolinguistics 6 XP The ability to speak multiple foreign languages
Piloting 4 XP The ability to expertly pilot a starship
Animal Taming 12 XP The ability to docile an otherwise vicious animal and make it fight for you
Freerunning 14 XP The ability to do amazing agile feets otherwise considered unnatural

Other Equipment

Name Cost Description
Jetpack 10 XP Allows it's user to boost themselves at the maximum of 30 feet; limited fuel supply
Grappling Hook 4 XP Allows up to two people to grapple and lift themselves to a surface; may be attached to blasters
Night Vision 6 XP Allows its user to see in the dark of night
Light Armor 5 XP Provides agility and speed boost at the expense of protection
Medium Armor 5 XP Neither provides a hugely advantageous protection nor agility boost
Heavy Armor 5 XP Provides heavy protection at the expense of agility and speed
Kolto Med Packs 8 XP per 3 packs A medpac that can heal most nonfatal injuries in the heat of battle; still requires hospital visit if severe
Cortosis 20 XP A brittle and rare mesh that can absorb the energy from blaster bolts and deactivate lightsaber blades for a short time

Event Rewards

On occasion, community administrators will distribute rewards to players for participations in events. These rewards may include 'Other Equipment' items, starships, rare weapons, or even, on rare occasions, Force powers. These rewards, however, must coincide with the current RP situation.

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