Post by Shaman Chill on Jan 30, 2016 20:50:39 GMT -8
1. Principal/Player Characters (PCs)
A Principal Character (PC) is your main character. Other players cannot 'call' damage or actions on your PC. You alone can write their death or injury.
You can write with more than one account, having multiple PCs. However it is preferred you keep their stories separate, in order to avoid tipping the balance your way in a conflict plot. If you have multiple PCs, they should never directly interact in open RP in any way that gives you an advantage (either real or perceived). Using multiple PCs in a open RP conflict may lead to an infraction report and investigation. Using multiple PCs in a closed RP is perfectly fine so long as all participants are agreeable.
Creating your JvS Character Profile
Unlike many other role playing websites, we we do not require you to submit your character for review or approval. We trust you to include relevant and balanced character attributes and possessions, and if you make a mistake, others in the community will politely point it out when you interact with them. All you have to do to get started writing a character on JvS is to fill our your profile.
For step-by-step instructions on completing your character profile, please click here.
Post by Shaman Chill on Jan 30, 2016 20:51:03 GMT -8
2. Non-Player Characters (NPCs)
Non-Player Characters (NPCs), also known as Non-Principle Characters, are extra characters played from the same account to enhance the story. They are the equivalent of the 'extra' actors of the Universe. Some people invent them as needed - perhaps for a single scene - and some people write a continuous NPC that is very different to their PC to give them variety in their writing. Others write them with the plan to 'graduate' them to PCs when their current character dies.
Either way, an NPC cannot be as powerful as a PC character, and one-on-one should pose a minimal threat. However an army of NPCs controlled by another player, while not as strong individually, could still conceivably swarm a PC through sheer numbers.
Post by Shaman Chill on Jan 30, 2016 20:56:56 GMT -8
3. Character Types and Professions
One of the first decisions you will have to make on JvS is what sort of character you want to write, including whether your character is Force sensitive or not. You control these decisions, and you are not locked into a specific profession long term. You can always change later (maybe your character didn't know he could sense the Force, or maybe he leaves a life crime behind and becomes a reputable politician), but knowing who you want to be will help you find a storyline and other players to get your character's life started.
The imagination is the limit when it comes to characters within the Star Wars universe. While the name of the site is Jedi vs Sith, the galaxy is home to every type of character imaginable, and some of the most well known characters on JvS are not Force users at all. In order to help players decide what type of character to write as, the following provides descriptions for some of the more common character types:
Jedi - A member of the Jedi Order, who study, serve and use the Light Side of the mystical energy known as the Force. The Jedi defend peace and justice in the universe; confronting those that threaten them whether it be their mortal enemies, the Sith, who study the dark side of the Force, corrupt politicians or common criminals.
Sith - A Force-sensitive who studies and utilizes the Dark Side of the Force. The Sith believe that conflict is the only true test of one's ability, and so emphasize it's importance. Sith believe that conflict challenges both individuals and civilizations, forcing them to grow and evolve. A core tenet to Sith philosophy is self-reliance and the idea that an individual only deserves what they are strong enough to take. Likewise, morality is treated as an obstacle to be overcome, as it gets in the way of a Sith's ability to recognize and seize opportunities for advancement and self-empowerment.
Mandalorian - The Mandalorians were a nomadic group of clan-based people consisting of members from multiple species and multiple genders, all bound by a common culture. In their early years, the Mandalorian culture revolved around battle, with war being a source of honor and pride in their community. In later years, the Mandalorians moved away from their obsessively war-like and conqueror ways and instead, most became bounty hunters and mercenaries, selling their skills to various individuals and factions in the galaxy.
Smuggler - A smuggler was someone who engaged in the clandestine shipment of goods or persons to prevent taxation or some other impediment. The goods shipped were often highly illegal or banned in some sectors.
Bounty Hunter - Bounty hunters were mercenaries for hire who tracked down and captured or killed anyone with a price on their head, although they were also known for doing nearly anything for the right price including the protection of clients.
Mercenary - A mercenary (merc for short), sometimes also called soldier of fortune, was a soldier who fought or worked in other ways (mostly in those involving violence) for any faction in exchange for a desirable amount of money.
Soldier - Soldiers were individuals trained in a variety of martial skills. These individuals fought for a variety of reasons (conscripts or mercenaries) and used a wide range of weaponry and combat tactics. A soldier was the lowest of infantry ranks.
Chiss - The Chiss were a secretive race governed by an oligarchy of extended Ruling Families known collectively as the Chiss Ascendancy. A xenophobic race on the most part, they designed some of the galaxy's most advanced technology. Unless provoked first, the Chiss were pacifists, and jealously guarded their territory. Thrawn is the most notable member of this race.
Criminal - One that has committed or been legally convicted of a crime. In the Star Wars universe, a criminal can come in all flavours, shapes and sizes. A criminal might be wanted for crimes in a town, region, country, world, system, or multiple systems, with each crime carrying varying levels of punishment, from simple fines, mandatory sentences or labour, all the way to incarceration, exile / banishment to a penal colony, or death. In the core planets (the 'more civilized' of the worlds in SW) one would be considered a criminal if she has stood trial, served time, or been convicted by a judge or jury or sanctioning body / government. In the wilds of the outer rim territories, where the letter of the law is more loosely defined, one might carry the stigma (and potential fame / infamy) of being branded 'criminal' for far less: hearsay, accusation, and varying degrees of frontier justice can turn the innocent into a 'criminal' in the blink of an eye. Note: Criminals can take many forms in the Star Wars universe: pirate, brigand, petty thief, forger, con-man, street hood / gang member... all are criminals in their own way. Some may be paying off their debt to society in servitude to a Hutt, or other criminal organization against their will, some may fully embrace their colourful past, while others still, depending on circumstance, may find themselves embroiled in a story-line with heroes: Jedi, Smugglers, Bounty Hunters. Criminals are everywhere in the 'verse.
Post by Shaman Chill on Jan 30, 2016 20:59:03 GMT -8
4. Lightsaber Forms
Form I: Shii-Cho
Shii-Cho is the oldest of the lightsaber Forms, using deliberate strokes of the blade fueled by emotional heat. It is the most basic of the Forms and one that almost every lightsaber user prior to the rise of the Empire was initially trained in. It's strength is it's ability to fight off multiple opponents, it's weakness being fighting against a single skilled opponent.
Notable Users: Kit Fisto
This is considered a beginning form suitable for those who are either new to lightsaber use OR want to go back to the basics. .
Form II: Makashi
Makashi was designed with lightsaber combat in mind, relying on skill and precision rather than heavy blocks and swings. Users moved in a single line, forward and back, using the footwork and skill to keep other's blades away, often tiring opponents by using the minimum amount of strength necessary to evade taking a hit and drawing the fight out. The strength of Makashi is in it's precision and fighting against single opponents. The weakness being against later styles of lightsaber combat that relied on sheer power and against multiple opponents.
Notable Users: Count Dooku
If your character is experienced in lightsaber combat and has an eye for detail and precise movements this is the form for you
Form III: Soresu
Soresu was designed with defense in mind, pure and unphasing defense. Developed with the onset of blaster technology Soresu was capable of making an almost impentrable wall with a lightsaber. A Soresu user would fight a battle of attrition wearing down the opponent while staying on the defense, ignoring the chance for slight hits until an opponent made a fatal mistake, then pouncing on it. It's strength is the obvious defense even against multiple opponents. It's weakness being the same, often Soresu users fell when faced with an opponent with better endurance than themselves or opponents well verse with the style that kept their own defense up, not allowing the Soresu user an opening.
Notable Users: Obi-Wan Kenobi
This form should be used by defensive players, with the idea in mind that it's not he who hits first that wins, but he who hits best. Be wary though, as fighting drags on your endurance does as well, this form is best used by those who can persevere until the enemy makes a mistake.
Form IV: Ataru
Ataru was designed with lightsaber combat in mind once more, though with a more aggressive style than earlier Forms. It was characterized by powerful sweeping blows of the lightsaber, moving quickly and acrobatically to avoid taking damage, drawing on the Force to preform such maneuvers. It's strength was its speed and power, dishing out incredible strikes before darting out of range. It's weakness was against multiple opponent's and blaster fire, being designed to fight single opponents, as well as fatigue for longer duels caused by the Force being constantly channeled through the user.
Notable Users: Yoda
A more aggressive form this is meant for those who want to use the Force to help their dueling in the form of speed and constant motion.
Form V: Shien/Djem So
Originally developed by Form III users who found the lack of offense to be a problem, Form V focuses on sheer power, redirecting an opponent's strike back at them for devastating counters. Shien developed first, was designed for combating blaster weilding foes, specifically returning the bolts at their sender. Djem So was later developed for lightsaber combat, and focuses on overwhelming their opponent with power. As such it is usually used by beings with a high degree of physical strength, which is then enhanced even more so by the Force. Strengths of the Form are being able to overcome defense and fight with incredible ferocity while its weaknesses were against multiple opponent for Shien and lack of mobility for Djem So respectively.
Notable Users: Darth Bane, Darth Vader, Luke Skywalker
If your character is extremely aggressive and want to dominate your opponent continuously throughout a fight then maybe this is for you.
Form VI: Niman
A blend of all of the forms that came before it Niman is the jack of all trades form. It focuses on no one specific area of strength, but leaves no obvious weaknesses either. It was necessary to study Niman in order to be able to focus on Jar'Kai, or duel weilding blades. Niman, while often considered lax and weak by many, is not. Niman while weak against multiple foes was strong in that against a single foe it allowed extreme amounts of improvisation and actually allowed the user to reconnect to the Force, revitalizing themselves during extended duels.
Notable Users: Cin Drallig
Niman is used at least partially by all fighters once they understand the basis of lightsaber combat. It provides a solid basis for employing other Forms and also leaves room for unorthodox styles.
Form VII: Juyo/Vaapad
Juyo was considered the most rare and dangerous of the lightsaber forms, focusing on ferocity to an unprecedented level. The most difficult and demanding of the forms it was also the most vicious, relying on seemingly unconnected series of attacks to open up weaknesses in it's opponents. It used a deeper Force connection than Form V to fuel it's power and was less fluid than Form IV. This form was almost completely restricted within the Jedi Order but was open to the Sith. It's strength was complete destruction of any who stood before it, but this came with a heavy price, vulnerability to inventive counters. This form required deep inner focus and a complete knowledge of at least 3 other Forms of lightsaber combat. Vaapad was developed by Mace Windu and shared only with a small select group. All of this group is dead canonically, without training anyone else in the use of Vaapad. Therefore, DON'T TRY TO USE IT!
Notable Users: Mace Windu, Darth Maul
Juyo is acceptable and should be used by duelists who have unrestrained aggressive tendencies to the point where defense is thought of secondary, if at all. They should also be proficient in other styles as well. As stated above the use of Vaapad is prohibited and should not be used.
Now obviously that last bit of Juyo is open to change because some people want to be BAMFs like Mace Windu.
Jar'Kai is the art of dual weilding lightsabers or other blades to provide a more effective offense and defense. Using this style with a higher level of skill was only possible by the study of Niman, or Form VI. Advantages were being able to attack with one saber while withholding the other for defense, as well as being able to effectively defend against multiple opponents. Disadvantages were not being able to use a two handed strike for a more powerful blow and a weakness to to others using such attacks. This could be offset by stronger beings, either physically or through the Force.
Dun Ma'ch was the use of spoken word empowered with the Force to provoke an opponent. It is mainly used by Darksiders to break through a Jedi's calm, therefore disrupting their connection to the Force. The reverse of this is used by Jedi to try and redeem a Darksider by infusing their words with lighter emotions, such as love and honor. It could, however, backfire on the user, provoking the target into a rage against them.
Tra kata is a technique that carries both postive and negative consequences. To use this technique you shut your lightsaber off for seconds before reigniting it, inside of your opponent's guard. However it should be noted this also places their lightsaber within reach of you as often as not.
Fast, Medium, and Strong Styles
In the time of the rebirth of the Jedi Order following the fall of the Galactic Empire these styles were rediscovered. A selftrained Force users would instinctively use these forms. Each has flaws and strengths inherant in them, as with the more well known 7 Forms. A basic breakdown would be Fast = Makashi/Ataru, Medium = Shii Cho/Niman, Strong = Shii Cho/Djem So.
Form Zero was the art of never having to draw a blade to begin with, using the Force or wits in general to negotiate without resorting to violence. However some Force users took this to an extreme, using solely the Force in combat.
Tripzest was the incorporation of flight into the realm of dueling, employing part of Form VII in doing so.
Sokan was the use of your terrain during combat to gain the advantage over your foe. This was done by gaining the high ground, forcing a tall lumbering brute to fight in a wooded area, keeping an Ataru practicer caged in a small space, and other hampering effects for your opponent or helpful ones for yourself.
Post by Shaman Chill on Jan 30, 2016 21:01:29 GMT -8
5. Multiple/Alternate Accounts
Creating multiple accounts on JvS is not prohibited. These accounts are usually referred to as a main account, and then any number of alternate accounts.
What is an Alternate Account?
An Alternate Account (Alt) is any character account used by a member who has more than one account. This is neither illegal nor discouraged, as we would like to see members branch out in as many different directions as they feel comfortable, without being restricted to any one choice at a time. However, Alts have been misused in the past to gain unfair advantages. In order to prevent any member from intentionally or unintentionally gaining an unfair advantage, the following restrictions and limitations have been established:
Interactions between Alts: Different Alt accounts belonging to a single member should not interact cooperatively with each other in Open RP to gain an advantage over another member. This restriction is a broad guideline which cannot cover all scenarios. Discretion and common sense are necessary whenever two PCs written by the same person interact. It's one thing to have a drink together, but it is quite another to go into battle together. This restriction does not apply in semi-closed/closed RP situations (SL classifications defined here), so long as all participants are agreeable to the expanded use of Alts. If you are ever in doubt as to whether this rule applies to an RP you are a part of or planning, please PM a Whill or create a thread in the Misc. Requests/Questions sub-board of the Consult the Whills.
An example of this would be a member's "main character" coercing or otherwise using less-than-friendly means to force one of their "alt characters" give the "main character" command over the alt's military forces. This is abuse to circumvent fleet limit regulations. Cooperatively in this context means together, even if not as "friends."
Group Memberships: Alt accounts may join as many faction usergroups as the member wishes. Multiple Alts may join the same usergroup, so long as the other Alt account rules are observed. Members are also encouraged to set their default group for each Alt to your primary faction of choice. However, please do not set multiple Alt accounts as default to the same faction. If multiple Alts are defaulted to the same group, they will not be double-counted for Faction Bonuses. These bonuses are per-member (unique IP address), not per-character account. For Alts, and all characters, it is recommended to enter the primary faction in the "Affiliation" field of their profile, as this field is also displayed on posts, but it not used in any calculations of bonuses.
Fleets and Armies: While different Alt account characters linked to independent RP storylines may each have their own forces, no two characters written by the same member may combine forces in any way (such as supporting one another in battle), as a way to circumvent the personal fleet limits. This includes having more than one character in a single faction with fleets. Alts with fleets or armies should not have sustained cooperative interactions, or be direct in character (IC) members of the same faction in Open RP. If two Alts impact the same storyline cooperatively, the writer must ensure that the combined forces of the two characters do not exceed the fleet and army limits for what is allowed for a single character.
How to make an Alternate Account, and why make one?
Creating an alternate account is relatively simple, and can be used for several things. If you wish to create another player character (PC) that has nothing to do with your main character, or you just think that the new character deserves its own profile, creating another account and linking it to your main one is a useful feature. Learn how to create an alternate account linked to your main account by following the How-To Guide here.
If you believe anyone to be in violation of these guidelines, please contact a Whill via PM, create an Infraction Report, or report the post in question.