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Star Wars: Fates

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  1. The Docking Ramp

    Descending from the shuttle landing on the ancient world of Dantooine, you are surrounded by fields of green and lucious beauty. Surrounded by gardens, and large fields of green grass, the Enclave nearby seems to meld itself into its surrounds with perfect grace. The air is rich and clean, and the world feels almost at peace. This is the sanctuary of the Jedi - the training place for all of the Unified Jedi Order, the Force is strong here. As the docking ramp descends, a hiss of air depressurising the cabin, others around you exchange looks of joy and nervous abandon. Are you nervous? Perhaps fearful of the training you will endure - whether you are the right fit for the Jedi Order? Or are you relieved, feeling like you belong for the first time amongst people like you. As you boarded the shuttle from the other end, all your possessions were taken away from you, all your weapons and keepsakes stored out of sight, so you could enter onto Dantooine free from the ties of your past. As you descend the ramp, a nearby Jedi will give you a training saber, if you are training to be a Jedi, or a blaster if not. Around you can see Jedi practising their forms, some in groups, others by themselves. Some lift boulders with the Force, others struggle with pebbles. In the distance you can hear the practised sound of blaster-fire, and the nearby hum of training-sabers clashing. But beyond that, is the gentle breeze floating through the hills, a feeling of ease, and peace which radiates through the valley. The crystal caves below call out to the uninitiated, and the secrets waiting to be found. As you descend the ramp, what do you feel? What adventures wait for you? Descend the ramp and discover, who you were meant to be. This thread is an open thread for you to mark your arrival into the Dantooine Enclave. From here an Instructor will meet you, and you will both create your own thread where you will either be given a mission on-world, off world, or undergo some training, depending on what you would like to do. No post is wrong, but do keep an eye on the dates of the posts above yours - if it has been a few weeks, that person you are trying to interact with might not actually be there anymore.
  2. Welcome to Star Wars: Fates! If you are reading this thread, I can only assume that you are interested in creating a character and becoming a fully fledged member of this site. And that is great! Communities such as this thrive on the continued addition of new members, and survive off the new energy that they bring along. Beneath you'll find a relatively quick series of information about the site, how it works, the various factions and how to create a character. A Quick Summary of Events This site is based after the events of the Bioware MMO Star Wars: The Old Republic. The Empire has fallen - crushed by a massive military campaign lead by the Jedi Grand Master and the Republic Military. The last Sith Emperor is declared dead, the Dark Council abolished, and the Sith have gone back into hiding to grow their strength once more so that they might one day be able to face the Galactic Republic and the Jedi again. The Jedi Order, now having to deal with the ramifications of a galaxy at peace, have separated themselves from the Galactic Republic in order to find balance and rediscover the origins and meaning of the Force itself. As a separate and neutral entity, the Jedi Order have returned to the spiritual home of Jedha - only to learn that the Sith are perhaps not as destroyed as they wanted the galaxy to believe. With the Republic unwilling to pursue the religious war while it is trying to recover from the impacts of the Great Galactic War, the Jedi are by themselves to combat the hidden threat of the Sith - and once again, have to extinquish the darkness from the galaxy, before it can rise up from the ashes, and destroy the galaxy as it stands. Where You Start New characters enter into the galaxy either into the Sith Remnant, or into the Unified Jedi Order, two seperate and distinct factions within the galaxy. At this time, all characters within the galaxy must be aligned with either the hidden Sith Remnant, or the Unified Jedi Order. Although characters can claim to be Mandalorian aligned, part of the Hutt Cartel, or aligned to another system or governance, they must take a side between the Sith or Jedi factions. If you need help figuring out where your character will sit, the Academy staff will be happy to help you make that decision. Sith characters, or Sith-aligned characters, start their story from the Imperial Academy on Dathomir. Hidden in the dense jungles of the dark world, and obscured by the Force aura of the planet itself, the Sith built a massive structure on the surface which contains much of their history, knowledge and serves as a place of training and fortitude. Here Imperial Recruits, sent here by secretive and well placed recruiters all across the galaxy, are tested to see if they are trustworthy enough to be inducted into the Sith Order properly, either as a sensitive or non-sensitive. From here, characters are expected to engage with other recruits, create long-serving bonds and rivalries which will continue well into their career in the Order. Failure is not an option; with those who do not meet the specific requirements of the Sith executed to ensure that the secret of the Sith Order remains as such. Jedi characters, or Jedi-aligned non-sensitives sympathetic to the Jedi's cause, start their story in the Jedi Enclave on Dantooine. The massive structure which was rebuilt after its destruction decades before, was recreated to allow the Jedi somewhere to train and learn the essentials. In a galaxy no longer at war, more emphasis is placed on the learning, study and meditation of the Force. Here, potential new Jedi are tested in their fortitude, strength of will and faith in the Force - testing students of the Force, and those loyal to the Jedi, in the protocol and decorum that the Order expects of any member. Students learn from the Jedi Grand Master about the Jedi Path, and begin their journey to enlightenment. From here, the Unified Order selects those who will serve the Jedi as Knights, or those who will go on to become one of the Jedi Peacekeepers - the military arm of the Jedi Order. All new members must go through either the Academy or Enclave with at least one character once they join this site. During this time, as you adjust to the site rules and we work with you to learn the site lore, you will only be allowed to have a single character. You will be given assignments, work with other members, and engage in stories with that character, as we discover how we can help you obtain your goals within our site structure. Once you graduate from the Academy or Enclave, you will be allowed to create up to four characters in total. You can have your new characters go through the Academy or Enclave as the first one did to create solid beginnings for their story, or you may create them as characters that have just passed through the Academy and are fresh on their journey through their respective faction. The site staff will help you place these characters within the factions and branches therein. Once You Graduate Once you graduate from the Enclave or Academy, you will be placed into one of your factions branches. These are positions within the structure of each of the factions, allowing us to expand on certain elements within the faction. Within the branch, there is the chance and possibility for promotion, advancement and advanced storylines within to create cohesive and comprehensive story. For the Sith Remnant there are; The Military: Aptly named, the Imperial Military is the remnants of the Sith Fleet that existed within the old Empire. Under the guise of being the Planetary Defence Force of Ziost, the Imperial Military takes all Sith and non-sensitives and trains then in military combat. Although the Sith are keeping a low profile, trying to remain hidden from the galaxy at large, the Military engages in small scale raids for supplies, and against the Unified Jedi Order. The Shadows: Deals with infiltration, intelligence, counter-intelligence, recovery of ancient Sith relics and contains the secret police of the Dark Lord of the Sith. The Academy: The training branch of the Empire, it contains within it the Sith Archives along with ensuring the secrets of the Order to not escape from Dathomir and beyond. Serving the Academy means engaging with recruits, creating missions, and continuing your training in all aspects of the Force. The Research Facility: Deals with the advancement of technology, biological and otherwise. Much of the work within this branch is classified. At the head of these branches, sits an Imperial Kaar - the leader of the branch, and sits on the Sith Council. These four Imperial Kaar serve directly underneath the Dark Lord of the Sith, the head of the Sith Remnant, the most powerful and influential Sith remaining in the galaxy. These Kaar bring the wishes of the Dark Lord into the branch, reaching down to their Lords and below, to eventually the beginner level characters, the Sith Acolytes. The chain of command looks something like this; Dark Lord of the Sith > Imperial Kaar > Sith Lord > Sith Master > Sith Acolyte > Imperial Recruit For the Unified Jedi Order; The Council of First Knowledge: The Council of First Knowledge was made up of five Masters selected to oversee the Jedi Academy and the proliferation of knowledge and its storage in the Temple Archives. Additionally, the Council personally accepted the responsibility of eradicating any trace of Sith teachings and their artefacts throughout the galaxy. Headed by the Caretaker of First Knowledge. The Council of Reconciliation: The Council of Reconciliation was made up of five Master Consular's tasked with negotiating with political factions both inside and outside of the Galactic Senate, along with providing relief to worlds effected by the diminished Sith Empire. This Council is involved heavily with negotiation with the Galactic Republic on its affairs, along with providing Emissaries to various governments, and acting as liaisons or neutral ambassadors for delicate negotiations. Headed by the Caretaker of Reconciliation. The Council of Reassignment: The Council of Reassignment was made up of five Jedi Masters tasked with leading the Jedi Service Corps and the Councils that governed each branch. From the Agricultural Corps, to the Medical Corps, the members of this Council were tasked with providing support and balance in the affairs of the Service Corps. Headed by the Caretaker of Reassignment. The Peacekeepers: The Private Military Force of the Unified Jedi Order. They served more as protectors, and peacekeepers than as war mongers - mainly acting as protection for the fledgling independent nation of the Jedi. Initially made up of volunteers and mercenaries loyal to the Jedi Order's efforts in defeating the Sith Empire, the Peacekeepers also branched into intelligence and counter-intelligence sectors. Headed by the Supreme Commander of the Peacekeepers. The chain of command looks something like this; Speaker of the Jedi > Jedi Caretaker > Jedi Master > Jedi Knight > Jedi Padawan > Unified Initiate Creating A Character Before you can graduate, you have to create a character that can survive the thralls of the Academy, or engage in the teachings of the Enclave. Creating this character is a delicate process that can take some time to accomplish. You shouldn't try and rush this process, or cheapen any of the steps along the way. They are important in order to create a balanced, interesting and compelling character that you will enjoy writing about, and others will enjoy reading. Here are a couple of steps you can use to create a character; Step 1: Name One unique aspect of Star Wars are names. While using a regular "Earth" name such as Tom or Jack can work, try coming up with something that sounds, well, "starwarsy". Anakin, Obi-Wan , Han, Galen, Wedge, Corran, Ooryl, Ysanne. All these Star Wars names have one thing in common: If you had their name on earth you would get very strange looks. Find something you like or that has meaning for your character and base the name off that if you can. IMPORTANT: Do not use the title of 'Darth' in your name. That is a title reserved for the Dark Council, so make sure you are careful about it when you Register. Also, no names from notable Star Wars characters are allowed to be used. Make sure your name is original. Example: Cho'sai'kosis Narudo, a.k.a. 'SaiKosis' he is a Chiss and the name fits his species. Step 2: Appearance The first thing people will base your appearance off is your avatar. Choose something that fits how you want others to see you, because every time they read your post, there it is, right next to it. Seeing as most, if not all guild activities, take place through text, you will need to reiterate your character in your posts. If you have a tall character, make mentions of looking down. If your character has a beard, scratch it occasionally. Reminding others of your appearance not only lets them see your character better, but it improves immersion and overall roleplay. Example: For example Feralis is a 2m+ Zabrak. He is extremely tall and very muscular, he looks down at members, and his physique is a very definitive characteristic. Step 3: Speech How your character speaks is an extremely important aspect to your roleplay. Your character's speech can be very graceful, making the words flow from your mouth as if pouring like ink in the hands of a skilled author. You can have a very "rogue" character, who ain't gonna take no smack talk from no one, ya hear? Or you can have an insane character, no you can't, yes you can, what? I don't know, maybe.... As you can see, the possibilities for character speech are near endless. Be sure to pair this with both appearance and your character's mannerisms (see below) to achieve a wholesome, complete character. Also, a new implement to the community. Should a Darth give your character an order (IC of course) be prepared to suffer the expected consequences if you refuse, or don't show them the proper respect. Certain Darths will be aggressive about their respect, others not so much. Officers and Darths both are allowed to assert their dominance over non-officer characters IF the character in question is being disrespectful, breaking rules, disobeying IC orders. We want a comprehensive RP community. If you insult Darth Malgus he's like to be less than forgiving. Should you insult Darth Tyrannus he may laugh and brush you off. The thing to take away from this little diatribe, be prepared to suffer should your actions warrant such behavior. (Be careful with speech! There is a line between improper speech and laziness. If you are going to have a character with bad grammar, be sure that it is constant bad grammar. Changing the way you speak can really throw people off.) Example: Je'ka and our other Mando's, the implement various mando phrases cabur, is used to refer to a protector or guardian. This fits their character. If your character speaks in broken "basic" it is likely he/she also thinks in broken "basic". This is a small detail, but important to character immersion. (A note to remember though, you do not have to have a unique way of talking to have a character. WHAT they are saying is equally, if not more important than HOW they say it.) Step 4: Mannerisms This has to be my personal favorite part of developing a character. No one is the same, boring old person (no offense to the elderly). Mannerisms are any little detail that will define your character, whether it be a stutter (this goes with speech as well), a knack for being indecisive, a small surge of dissociative identity disorder (multiple personalities), or the simple bad habit. Now, with these you have to be careful however. Try to incorporate too many traits and suddenly you have what I like to call the "All-Character". You have no character that is you, instead you have everyone else's character bound into one, and that is hopefully not what you want. Define yourself with a unique mannerism, that is personal to you and has meaning for your character. Example: Small hobbies or habits can make a character all more realistic. Giving them small quirks is a good thing. Verrin as example is dedicated with and to the library...sounds lame to someone like Feralis, but he's Verrin and that is why we love him. Step 5: Research I am going to say this once, and only once. Wookieepedia is your friend! Use it! Learn about your character, their planet, their species, and by species, yes, I mean human too! There are no "earthlings" in Star Wars! Even humans have different planets, so look one up as your home planet, and learn what you can. Pulling out a piece of ryshcate from your homeplanet is just going to further your character's immersion to others (as well as fill their bellies). Step 6: Become One with the Character From what I have seen, this can be the hardest part of defining your character. You need to make your character your character, and you yourself. They are two different people, remember that. While it is perfectly alright to incorporate your own mannerisms into your character, be sure not to let your own characteristics that are not part of your character bleed into yours. Rereading your posts can help you quite often, and trust me, spotting yourself in your posts is often easy. To reiterate the concept of meta-gaming, what you know as a writer about others characters, can not and must not translate to something your character knows about another persons character. Making Your Application Once you've discovered who your character is, it is time to create your character. You can do that by creating an application in the Create Your Character forum (you would have seen it). By following the Character Application Template, filling in the spaces with the information you've already established about your character in the step before, you'll have a well rounded application that the Staff will be able to easily process. You'll find interesting things within the Template, including embellishing your characters skills and powers - we reccommend that you keep a conservative power list for your first character entering into the Academy. If you want to create an elaborate backstory where your character was the ruler of a planet somewhere, we will happily work with you, but in order for it to work within this sites matrix that character needs to have had a fall of power, or influence by the time they arrive in the Academy. You may still be Royalty to us, but you need to play nice with the others. Character Sheets are included in the Template - mostly as a guide to what powers your character engages in mostly. You'll find information about Character Sheets within the Reference Information section on the site - for the most part, they are only a guide of a characters strengths and weaknesses, and are considered to be mostly optional. As long as you don't play your character as a God-of-the-Force while still being a Sith Acolyte, we will likely never have a problem. Some members, especially those who enjoy PvP prefer to have a sheet to work with - and we respect, and admire that. Others find a sheet is too restricting, and thats okay too. We won't demand you keep an updated Character Sheet, but we will show you how to use one if you want it. Many find it easier to keep a record of what powers they have used in the past, in order to keep their characters progression linear - but that is a personal decision. Its also important to write down any skills or powers that you've been permitted to have which are above your current Character Rank. Once you've been approved, you'll be sent to the Academy by the Staff, who will continue to liaise with you along the way and make sure that you adjust to the site. Enjoy After that, you can sit back, RP and enjoy. I hope you enjoy your time with us, and thank you for choosing Star Wars: Fates as your place to RP.
  3. The Dantooine Enclave

    The Jedi Enclave on Dantooine was once destroyed during the Old Sith Wars, but rebuild quietly in the wake of the Sacking of Coruscant years before, with private funding from the Jedi Order and the Supreme Chancellor. In the aftermath of the Great Galactic War, the Jedi Order decided unanimously to leave the Galactic Republic for a time, in order to rebuild itself in the image of its forefathers, and establish what the Order would become now that the war with the Sith was finally over. As such, they established a presence on Dantooine once more, completing the rebuilding of the Jedi Enclave there, while the head of their Order returned to the Holy City of Jedha. The Dantooine Enclave was upgraded, with more emphasis on the underground crystal caves than ever. Prospective Jedi, and even those non-sensitive would find themselves at the entrance to the Enclave, to be trained in the fundamentals of the Jedi Order, what it stood for, and to discover how they might serve it best. With its non-judging instructors, Jedi and non-sensitives alike were trained and tested in all types of situations, to ensure that only the most dedicated and enthusiastic disciples would be admitted into the Unified Jedi Order. With journeys deep into the labyrinth below, or venturing into what was formerly Sith-Space to execute humanitarian and rescue missions, Initiates of the Jedi Enclave were tested to the highest possible degree. Jedi Masters would often return to the Temple to construct their lightsabers, brush up on their Jedi Lore, or teach prospective Jedi or Disciples alike in the Jedi Ways. With the Grand Master of the Order, formally given the title of Caretaker of First Knowledge, overseeing all Enclave proceedings, the Jedi Enclave is seen to be in good hands.
  4. The Dathomir Academy

    The Imperial Academy is the beginning for any recruit to the Empire, and has been for generations before. Weeding the weak from the strong, finding the strength within even the most mild and meek of inductee's, the Academy serves as a pivitol starting place for any person considering joining the Sith Remnant. Here, recruits will be put through their paces, given assignments and micro-missions to ensure their loyalty. With the Sith Empire forced into hiding once more, desolated and fragmented from the aftermath of the Great Galactic War, it is more important than ever that the destruction of the Sith can never come to be - and that the recruits of the Sith can be trusted to keep the secret of the still-breathing Sith Order. The Academy is the perfect breeding ground for future allies, aquaintances and enemies, serving as both the place of learning for the very green, to a source of knowledge for even the most learned and experienced Sith - travelling to Dathomir to pick an apprentice, seek knowledge from the Sith Library, or merely sharpen their blades with the lightsaber training programs provided. Recruits who do not pass the strict and deadly tests set forward by the Imperial Kaar in charge of the Sith Academy, are usually left to die in the stark and dangerous jungles of Dathomir, or tortured by their fellow students or superiors in the pursuit of power and knowledge.
  5. Rank Badges

    Rank Badges Please post in this thread, or message a member of the Staff to have one of these badges added to your character profile. Rank Badges can and must be appropriate for the characters in-character rank - so applications to have the Grand Master or Emperor badges (if you are not the Emperor) will be declined - but all reasonable requests will be processed as soon as possible. Members are allowed to have their rank - which must come first - with two additional badges on their profile, followed by their Alignment in Corruption/ Purity. Unfortunately we cannot order these in any specific order, so they will align themselves alphabetically on your profile. Republic Faction Badges Imperial Faction Badges Mandalorian Badges Military Badges Neutral Badges Alignment Badges OOC Badges
  6. Update: Letting The Past Be The Past

    Hello again, for what seems like the 50th time in a month, though this one holds probably the most weight upon the staff and the community at large. This should be our final announcement unless there are new additions to the staff team, otherwise this will lead us into a new era. After many months of discussion, the staff team eventually started to shape a new vision and debated on ways to deal with topics that came to the forefront due to recent events. There are two things we would like to address personally, at least today - something that has been dubbed "Letting the Past Be the Past" by certain members of the staff. First and foremost, we have learned that most warning points given serve no real purpose and were gained when the previous staff team were extremely strict on the behavior of the community or abusing their positions to give points to those that they didn't get on with, so it is extremely unlikely we will ever give out warning points any longer - this also means that members with warning points will have them stripped from their account(s) and they will start fresh. This, however, leads us to our new solution of how to actually give warnings versus giving points that only hold a cloud over member's heads in the long run. The new system being put in place is a three-strike warning system, with slight modifications to accommodate good behavior from members. Everyone has slip ups, even the staff team, though there are certain things that simply are unacceptable, such as extreme verbal harassment, breaking rules to only benefit yourself and of course, being someone who goes out of their way to make others miserable. This only applies to repeated offenders and people that simply are what can be best described as toxic to the community, but with this announcement a new set of rules will be released, including rules for the Discord Chat. For those that may have ignored the top announcement, Discord is our new site-wide chat that is replacing the old IP.Chat due to it closing down on April 30th, and it can be joined through this link - it's simple and quick to make an account, so do not fret when asked to make one. The best feature about Discord allows members to drop in and out of chat as they please, as well as keeping up with current discussion as it saves the logs. Unlike before, good behavior will be rewarded in some form, be it through recognition from the staff or simply removing past warnings - though constantly changing your tune and then changing back to the previous tune to try and abuse this system will be noted. This part is still being discussed, though we may be reintroducing the Member of the Month and Character of the Month, to bring back some sort of recognition for characters and members of the community that show a large amount of growth, be it through story or through simply putting themselves out there and trying to be an exemplary member of the community, or even trying to give the staff a hand with something they are working on. Secondly, we have come to the conclusion that the past is just simply the past - it holds what has happened in an ill light when you focus on it, though once you learn to accept it, it simply is lifted. What this means is that we are lifting the blanket ban that was put on this community for previous members - though we will be watching returning members accordingly. Unfortunately for potentially returning members, excluding a few, their characters have been killed off by previous members of the site to put an end to their stories - something we as the staff can't override as it breaks the entire idea of site canon. We had many heated discussions about this, and there was no single person that had more say in this than the rest. Eventually we had to think of what we, as the staff, wanted Fates to be - not the epitome of roleplay as we audaciously called ourselves before, but a community that can grow and flourish by understanding past mistakes and trying to shape a new future. Everyone within this community comes first for us (one example being why Corey and Kure threw themselves on to the fire to do chronicles as soon as physically possible), and that will never change. It took us many months for us to properly come to this conclusion; that past transgressions are unforgivable, but also believing that people can change is what will allow this community to grow. Star Wars: Fates, as we are now calling ourselves, has a dirty past, one that none of the current staff are happy with, and that is why we want to wash it away with this new branding. 4Axiom Roleplaying will always be the root of all our past evils, Legends and Legacies will be a reminder of innovation that unfortunately failed. Fates is going back to the basics, bringing back what we chose to embrace, the good memories of the site - something we hopefully can hold on to, to grow. A lot of hatred poisons a community, so it is time we wash our hands of this past hatred as best as we can. We hope that everyone understands that we do not make these decisions lightly, we do actually think of precautions and proceed as necessary - we are not perfect and can admit that, but we're trying to bring back the light that once burned brightly on this site. We haven't always executed things in the best way, such as the recent Character Sheet Mishap, but we hope you can forgive and understand that we're just human, like the rest of you - except possibly Kure. Any questions, or concerns about this announcement can be directed to the entirety of the staff team as our door is always open for communication. May the Force be with you, The Administrative Staff Team Written by Kure, on behalf of Daniel, Kitty and Corey
  7. Rank Badges

    The Rank Badges for various ranks on the site.
  8. Skill List

    Restricted Skills represent a set of skills that are typically only available to specific factions or are extremely powerful. Though, through getting specific requirements these skills can be gained by almost anyone. Martial Arts: Master of _______: A complete mastery of _______, reaching far above normal martial artist in terms of skill and knowledge of _______. Form I - Master of Shii-Cho: A complete mastery of Form I, reaching far above normal lightsaber duelists in terms of skill and knowledge of Shii-Cho. Form II - Master of Makashi: A complete mastery of Form II, reaching far above normal lightsaber duelists in terms of skill and knowledge of Makashi. Form III - Master of Soresu: A complete mastery of Form III, reaching far above normal lightsaber duelists in terms of skill and knowledge of Soresu. Form IV - Master of Ataru: A complete mastery of Form IV, reaching far above normal lightsaber duelists in terms of skill and knowledge of Ataru. Form V - Master of Shien: A complete mastery of Form V, reaching far above normal lightsaber duelists in terms of skill and knowledge of Shien and Djem So. Form VI - Master of Niman: A complete mastery of Form VI, reaching far above normal lightsaber duelists in terms of skill and knowledge of Niman. Form VII - Master of Juyo: A complete mastery of Form VII, reaching far above normal lightsaber duelists in terms of skill and knowledge of Juyo or Juyo-Kos. Master of Jar'kai: An unparalleled understanding of how all three main lightsaber variants, the wielder of the weapons can effectively combine dual saber knowledge into wielding a lightsaber staff with a normal lightsaber at the same time while utilizing tactics from Form VI: Niman. Requires: Expert Single Saber, Expert Dual Saber, Expert Saber Staff and Form VI - Niman Expert Plaguemaster: An understanding of how certain chemicals react to living beings and their ideal transmission vectors, allowing for the creation of synthetic plagues with different chemical mixtures, yields and potencies to allow for a tailored strike at a variety of population sizes and densities, depending on individual requirements, and distillation times. Requires: Expert Biochem and Expert Torture Master of Beasts: A complete mastery of how to tame a variety of exotic animals, as well as ridding them of their aggression towards the user, allowing them to be domesticated as mounts and travelling companions. These animals consist of all large creatures such as krayt dragons, as well as being capable of taming Sithspawn like tuk'ata without the use of the Force. Beskar Smith: An understanding of how Mandalorian smiths are able create beskar'gam and varieties of the beskad for use in combat, in addition to creating Beskar armor plating for starships. Requires: Mandalorian
  9. Skill List

    Counterfeiting represents a branch of skills that deal with forgery. Through these skills, one can improve their ability with forging documents and other illicit activities. Novice Counterfeiting: A basic understanding of forgery, allows the forgery of documents and passports that are almost completely unidentifiable to the trained eye. Intermediate Counterfeiting: An advanced understanding of forgery work through practice, allows the forgery of completely unidentifiable documents and passports, in addition to almost completely unidentifiable credits and visas. Expert Counterfeiting: A complete understanding forgery work through constant practice in addition to properly forge completely unidentifiable forged documents, passports, credits and visas.
  10. Skill List

    Slicing and Programming represents a branch of skills that deal with technological infiltration, technological safeguarding and creating software, in addition to creating new programming for droids. Through these skills, one can improve their ability with hacking or safeguarding technological equipment. Slicing Proficiency: An understanding of hacking, understanding how to create viruses, bypass alarms, freeze timers, deactivate systems and retrieve data from secure technological devices. Programming Proficiency: An understanding of programming, understanding how to create software, create unique droid programming, create system safeguards, reprogram systems or droids, and decipher encrypted data.
  11. Skill List

    Stealth and Survival represents three branches of skills that deal with assassination and infiltration and nature-based survival and tracking, in addition to taming beasts to act as companions. Through these skills, one can improve their ability with being unseen to the untrained eye and to quickly escape capture, in addition to being able to utilize knowledge of nature and tracking. Novice Stealth: A basic understanding of stealth, including how to blend in with crowds and with shadows, in addition to silencing footfalls, picking locks and picking pockets. Intermediate Stealth: An advanced understanding stealth, including how to utilize stealth field generators and camouflage equipment, in addition to masking voice, appearance and scent. Expert Stealth: A complete understanding of stealth, including how to silently takedown and silently kill an individual, in addition to understanding how to silently interrogate a captive while in the shadows. Novice Survival: A basic understanding of nature, including how to locate sources of water, sources of food and shelter, in addition to being able determine future weather through subtle hints of nature. Intermediate Survival: An advanced understanding of nature, including how to sterilize water or food, fashion armor, weapons, and shelter from natural sources, in addition to being able to track down animals through biological means for food. Expert Survival: A complete understanding of nature, including how to survive in harsh climates with bare minimal resources, in addition to understand the psyche of humanoids and other animals that are injured or frightened to properly track them down. Novice Beast Tamer: A basic understanding of how animals react to different forms of stimuli, as well as ridding small animals of their fear towards the user, allowing them to be domesticated as companions. These animals consist of mostly docile and non-aggressive creatures, such as a standard canines, felines, rodents, and the bird-like mookas. Intermediate Beast Tamer: An advanced understanding of how animals react to different forms of stimuli, as well as ridding medium-sized creatures of their fear and aggression towards the user, and understanding the necessary safety precautions to be used as a form of mount and travelling companion. These animals consist of a mixture of non-aggressive and aggressive creatures, such as standard horses, large felines, reptilians, and reptomammals outside of rancors and krayt dragons. Expert Beast Tamer: A complete understanding of how animals react to different forms of stimuli, as well as ridding larger animals of their fear and aggression towards the user, allowing larger animals to be domesticated as mounts and travelling companions. These animals consist of most large creatures including rancors, specialized apex predators such as vornskrs who are Force-sensitive hunters, and smaller dragons outside of krayt dragons.
  12. Skill List

    Medical represents a branch of skills that deal with injuries, toxins, diseases and medical procedures. Through these skills, one can improve their ability in the medical field or torture. Novice Biochem: A basic understanding of poisons, antidotes and stimulants, as well as what plants they come from. Allows lesser poisons such as slow-acting poisons, antidotes for slow-acting lethal poisons, and combat stimulants to be created. Intermediate Biochem: An advanced understanding of poisons, antidotes and stimulants, allows paralytic poisons, antidotes for lethal poisons and adrenal stimulants to be created. Expert Biochem: A complete understanding of poisons, antidotes and stimulants, allows fast-acting lethal poisons, antidotes for Sith alchemized poisons, and hyper-battle stimulants, as well as hyper-adrenal stimulants, to be created. Novice Biosurge: A basic understanding of medical procedures of treating injuries, allows wounds to be cleaned, stitched, burned and bandaged, in addition to splinting fractured bones, as well as inducing vomiting. Intermediate Biosurge: An advanced understanding of medical procedures of treating foreign effects, allows burns to be treated, pains managed through knowledge of pressure points, venom and toxins to be removed from the body, and foreign objects removed safely, in addition stims to be properly administered. Expert Biosurge: A complete understanding of medical procedures of treating patients completely, allows patients to be resuscitated, children to be delivered and surgical corrections, in addition to treating diseases. Novice Interrogation: A basic understanding of torture methods through knowledge of medical procedures, in addition to understanding how the body reacts to pain. Intermediate Interrogation: An advanced understanding of torture methods through psychological means, in addition to understanding the breaking point of an individual’s mind under the stresses of torture. Expert Interrogation: A complete understanding of torture methods as if it was an art form, allowing an individual to understand when to turn up the intensity and when to lower it properly, in addition to understanding how the mind works towards reward and false compassion to obtain the secrets of the flesh quicker.
  13. Skill List

    Piloting represents a branch of skills that deal with both land and air vehicles, in addition to the military training that comes with both. Through these skills, one can improve their ability with vehicular combat or utilizing a variety of vehicles. Ground Vehicle Proficiency: An understanding of how to pilot ground vehicles, including speeders, tanks, walkers, and other ground-based vehicles. Starfighter Proficiency: An understanding of how to pilot starfighters, including specialized ones such as bombers. Personal Starship Proficiency: An understanding of how to pilot mediums-sized ships, including light corvettes, troop transports and light freighters. Heavy Freighter Proficiency: An understanding of how to pilot large-sized ships, including corvettes and luxury yachts. Novice Vehicular Combat: A basic understanding of vehicular combat, including skills necessary to safely utilize vehicular weapons, such as turrets and explosives, in addition to how to properly perform in a squadron by understanding basic defensive maneuvers and attack formations. Intermediate Vehicular Combat: An advanced understanding of vehicular combat, including the skills to properly leader a squadron, in addition to properly perform advanced tactics. Expert Vehicular Combat: A complete understanding of vehicular combat, including the skills to lead from the bridge of a Star Destroyer or Battlecruiser, in addition to allowing the body to regulate battle stimulants slower for prolonged battles.
  14. Skill List

    Lightsabers represent a tree of skills that deal with multiple variants of lightsabers and their respective forms. Through these skills, one can improve their ability with lightsaber combat by combining a mixture of both bladework and the Force. Novice Single Saber: A basic understanding of how a lightsaber works, including the skills necessary for building, maintaining, repairing and safely wielding one in combat. Intermediate Single Saber: An advanced understanding of the single bladed lightsaber style, including the skills necessary for performing upgrades on and competently wielding one in combat. Expert Single Saber: A complete understanding of the single bladed lightsaber style, including the skills necessary for deftly wielding one in combat and how to blend together multiple lightsaber forms once the forms are completely understood. Novice Dual Saber: A basic understanding of how dual lightsabers work, including the skills necessary for building, maintaining, repairing and safely wielding one in combat. Intermediate Dual Saber: An advanced understanding of the dual lightsaber style, including the skills necessary for performing upgrades on and competently wielding one in combat. Expert Dual Saber: A complete understanding of the dual lightsaber style, including the skills necessary for deftly wielding one in combat and how to blend together multiple lightsaber forms once the forms are completely understood. Novice Saber Staff: A basic understanding of how a lightsaber staff works, including the skills necessary for building, maintaining, repairing and safely wielding one in combat. Intermediate Saber Staff: An advanced understanding of the lightsaber staff style, including the skills necessary for performing upgrades on and competently wielding one in combat, in addition to providing information on how to properly create a lightsaber pike. Expert Saber Staff: A complete understanding of the lightsaber staff style, including the skills necessary for deftly wielding one in combat and how to blend together multiple lightsaber forms once the forms are completely understood. Novice Lightwhip: A basic understanding of how a lightsaber whip works, including the skills necessary for building, maintaining, repairing and safely wielding one in combat. Intermediate Lightwhip: An advanced understanding of the lightsaber whip style, including the skills necessary for performing upgrades on and competently wielding one in combat. Expert Lightwhip: A complete understanding of the lightsaber whip style, including the skills necessary for deftly wielding one in combat and how to blend together multiple lightsaber Forms once the Forms are completely understood. Form I: Shii-Cho, also known as the Way of the Sarlacc and the Determination Form, is the first lightsaber form taught to beginners of lightsaber combat due to the form being the base for most other lightsaber forms, though by itself the form at a basic level is regarded as clumsy. Advanced applications of this lightsaber Form rely on the unpredictably and simplicity to catch opponents off guard, though it is best suited versus multiple opponents. In a one-on-one duel, this Form lacks the capabilities to continually fight against a more defensive opponent. Form I - Novice Shii-Cho: A basic understanding of lightsaber combat, teaching rudimentary skills such as footwork, striking, blocking, parrying, blaster deflection, the body's target zones and instinctive Force application. Form I - Intermediate Shii-Cho: An advanced understanding of Form I, teaching skills such as how to defend against multiple lightsaber wielding opponents and how to apply their physical strength into lightsaber strikes, emphasizing the importance of disarming the enemy. Form I - Expert Shii-Cho: A complete understanding of Form I, rounding it out by teaching the importance of utilizing raw emotion and strength into unpredictable flurries to overwhelm multiple opponents or a single opponent. Form II: Makashi, also known as the Way of the Ysalamari and the Contention Form, is the second lightsaber form ever created, though the form is most often described as the most elegant of all seven. Emphasizing on lightsaber combat, Form II relies on precise footwork and overwhelming the enemy with thrusts and cuts while exerting a low amount of energy, relying more on the wrist to perform attacks and parries to preserve energy. Advanced applications of this form rely on never being disarmed and utilizing specialized curved hilts to assist in this typically single lightsaber form. In one-on-one duels most Form II practitioners are regarded as incredible duelist, though they are susceptible to blaster fire due to there being little emphasis on blaster deflection. Form II - Novice Makashi: A basic understanding of Form II, teaching skills such as relaxed footwork, feints, parries, energy preservation, thrusts and light cuts, in addition to mental training to resist mind-altering and perception-altering Force abilities and powers. Form II - Intermediate Makashi: An advanced understanding of Form II, teaching skills such as how to properly wield specialized curved hilts and how to properly hold a lightsaber with their fingers and thumb, emphasising on more advanced flurries to pick apart the defenses of an opponent and overwhelm them. Form II - Expert Makashi: A complete understanding of Form II, rounding it out by teaching the importance applications with the practitioners off-hand, while also focusing on how to face off against up to four opponents by outmaneuvering with relaxed footwork and overwhelming them with flurries, turning the Form into a elegant dance. Form III: Soresu, also known as the Way of the Mynock and the Resilience Form, is the third lightsaber form ever created, becoming favored amongst those that are pacifist, or are specialized in a more offensive lightsaber form. Emphasizing on defense, Form III relies on bladework almost entirely while preserving their energy, while deflecting blaster bolts and melee attacks. Advanced applications of this form rely on a calm mind, focusing on finding inner calm even in the most grueling circumstances. Based on the physical strength and preference of the practitioner, they may utilize the Force to strike at an enemy when parrying blows instead of their own lightsaber. Against a single opponent, this Form suffers if they are incapable of finding an opening in an opponent's offense or if the opponent is significantly stronger. Form III - Novice Soresu: A basic understanding of Form III, teaching skills such as advanced blaster deflection, parries, dodge rolls, momentum control and energy preservation, in addition to learning different defensive patterns. Form III - Intermediate Soresu: An advanced understanding of Form III, teaching skills such as separating one's mind from the battle around them and focusing on becoming the calm of the storm while continuing to protect themselves and their allies,. Emphasizing self-preservation while exhausting their opponent or opponents until an opening in their offense is revealed, in addition to applying blaster deflection follow-up attacks. Form III - Expert Soresu: A complete understanding of Form III, rounding it out by teaching skills such as understanding advantageous positions to overcome multiple opponents, in addition to setting up a nigh invincible wall of defense against both lightsaber and blaster that also can act as a deadly wall of blades. Form IV: Ataru, also known as the Way of the Hawk-Bat and the Aggression Form, is the fourth lightsaber form created, becoming favored amongst those that had a strong connection to the Force and were agile. Emphasizing on an all-out offense, Form IV relies on Force augmentation of the body to overcome the natural limitations, while focusing on natural acrobatics to train the body to be able to perform these physically and metaphysically demanding feats of strength. Advanced practitioners are capable of performing constant leaping attacks in quick succession to overwhelm enemies, their strikes enhanced by the momentum and by the Force. Should a practitioner find themselves in a tight corridor, their strengths will be severely limited due to being incapable of flanking an enemy continuously. Strong against a single opponent, the amount of energy required to utilize Form IV is so demanding that it is sometimes only used to finish an opponent quickly or after swapping from another form. Form IV - Novice Ataru: A basic understanding of Form IV, teaching skills such as Force augmentation, air attacks, momentum control, rotations and acrobatics, in addition to emphasizing on the weakness of overexertion. Form IV - Intermediate Ataru: An advanced understanding of Form IV, teaching such skills as how to overwhelm an enemy with a series of powerful strong blows from multiple angles and how to apply their Force augmenting abilities to provide them with means to be offensive and defensive at the same time, in addition to how to quickly transition from each attack smoothly. Form IV - Expert Ataru: A complete understanding of Form IV, rounding it out by teaching such skills as the Hawk Bat Swoop, a series of attacks that allow the practitioner to continuously attack from above the opponent and force them onto the defensive, effectively cutting off all forms of advancement, in addition to teaching the importance of how to utilize the Force to appear as blur while attacking from multiple angles at once. Form V: Shien, also known as the Way of the Krayt Dragon and the Perseverance Form, is the fifth lightsaber form, becoming favored amongst those that were physically stronger and taller than other individuals. Emphasizing on a balance between offense and defense, Form V relies on powerful strikes and their skill with blaster redirection to overcome all their opponents by turning their attacks against them. Due to the amount of physical exertion required to perform these powerful strikes and blaster deflections, it typically requires the practitioner to draw on the Force to augment their body during long fights, though an advanced practitioner would know that reversing their grip on their lightsaber would preserve more energy. In addition to the base Form V, there is a specialized dueling version called Djem So that puts further emphasis on their physical strength and physical defense, forcing the practitioner to utilize their full body to perform powerful two-handed strikes with their lightsaber to break through the defenses of even the most agile duelist. Form V - Novice Shien: A basic understanding of Form V, teaching such skills as parrying, countering, momentum control, blaster redirection and Force augmentation, in addition to introducing the practitioner to the Djem So variant, teaching them to utilize their own physical strength in lightsaber strikes to disarm opponents. Form V - Intermediate Shien: An advanced understanding of Form V, teaching such skills as the reverse-grip to allow the practitioner to utilize a punching motion to strike quicker and to strike outwards at multiple blaster bolts and opponents, as well as preserving energy. In addition, it introduces the practitioner to the powerful ripostes of Djem So while teaching them the importance of utilizing both offensive and defensive techniques to overcome an enemy. Form V - Expert Shien: A complete understanding of Form V, rounding it out by teaching such skills as the ability to push forward towards an opponent even when being focus fired by countless blasters, utilizing momentum to assist them with their offense and defense. In addition to this, the practitioner is finally taught the strongest Djem So attack, the Falling Avalanche, an overhead power attack that was meant to disarm or cleave an opponent in two, in addition to incorporating a series of powerful strikes to overwhelm an opponent. Form VI: Niman, also known as the Way of the Rancor, the Moderation Form and the Diplomat's Form, is the sixth lightsaber form, becoming favored amongst Jedi due to the emphasis on restraint, though popular amongst Sith Sorcerers due to the blend of Force and lightsaber. Emphasizing on moderation, Form VI relies on the creativity of the practitioner and their strength in the Force by outsmarting and overcoming their relaxed bladework. Due to the lack of emphasis on being specialized in anywhere physically, it is typically regarded as a weakness and a strength, though advanced applications would supplement their relaxed bladework with teachings from other lightsaber Forms and the technique known as Tràkata to fight on even footing against a physically stronger opponent, though their relaxed bladework is folly against an opponent who practices Form II. Due to the emphasis on the Force, it is a mentally exhausting Form, though to someone with a strong connection in the Force, they would be able to take out a large number of opponents before falling themselves. Form VI - Novice Niman: A basic understanding of Form VI, teaching such skills as parrying, energy preservation, deflection control, momentum control, countering and Force augmentation, in addition to teaching the fundamentals of combining basic Force attacks with lightsaber attacks. Form VI - Intermediate Niman: An advanced understanding of Form VI, teaching such skills as emotion control and Tràkata to utilize the Force with both hands, in addition to the incorporation of other lightsaber techniques from multiple other Forms such as Shien's power attacks, Ataru's acrobatics, Soresu's defensive patterns and Shii-Cho's erratic attack patterns. Form VI - Expert Niman: A complete understanding of Form VI, rounding it out by teaching the importance of wielding both the Force and a lightsaber as second nature while emphasizing on the strengths of the other Forms it replicated, and by emphasizing on creativity and resourcefulness to overcome the typically relaxed bladework of Niman. Form VII: Juyo, also known as the Way of the Vornskr and the Ferocity Form, is the seventh lightsaber form, becoming favored amongst Sith due to the emphasis on aggression and drawing on emotion, with very few Jedi practicing the form. Emphasizing on all-out aggression, Form VII relies on the raw emotion of battle and that within the practitioner to increase their physical strength by letting their rage out, performing quick and powerful attacks, as well as acrobatics. Due to the emotional and physical exertion of this Form, it is the most physically demanding alongside Form V and relies on taking down their opponent quickly. An advanced practitioner would utilize a developed battle sense to pick up hints of their opponents' unchecked emotions and increase their power through abusing their weaknesses. A Jedi version of Form VII exists, though it is rarely utilized by other practitioners outside of Jedi Battlemasters due to the darker nature of Form VII - Juyo-Kos. Unlike the typical Form VII, Juyo-Kos focuses on allowing the practitioner to come to terms with the emotions of battle while suppressing their darker emotions, though it requires one to constantly practice to achieve this. Form VII - Novice Juyo: A basic understanding of Form VII, teaching such skills as acrobatics, rotations, feints, Force augmentation and emotion channeling, though Juyo-Kos relies on accepting the emotions of battle and emotion control. Form VII - Intermediate Juyo: An advanced understanding of Form VII, teaching such skills as defensive rolls and battle empathy, allowing the practitioner to draw on the unchecked emotions of their opponent, or opponents, to fuel their own strength while emphasizing their own darker emotions, though Juyo-Kos relies on suppressing the darker intent of their opponent when necessary. Form VII - Expert Juyo: A complete understanding of Form VII, rounding out the Form by teaching the practitioner the importance of emotion channeling and emotion control, the practitioner can effectively become a weapon of the Force by allowing themselves to fall into it the heat of battle, in addition to teaching Juyo-Kos practitioners how to hold their darker emotions at bay through constant practice.
  15. Skill List

    Ranged Combat represents a branch of skills that deal with a variety of ranged weapons, in addition to explosives. Through these skills, one can improve their ability with ranged combat and their ability to utilize a range of ranged weapons. Novice Blaster Pistol: A basic understanding of blaster pistols, including the skills for maintaining, repairing and safely handling one in combat. Intermediate Blaster Pistol: An advanced understanding of blaster pistols, including the skills necessary for performing upgrades on and competently handling one in combat. Expert Blaster Pistol: A complete understanding of blaster pistols, including the skills necessary for deftly handling one in combat and how to properly overclock one. Dual Blaster Proficiency: An understanding of how to dual-wield blaster pistols, including the knowledge that dual-wielding typically lowers one's accuracy while requiring more focus and concentration, while increasing the amount of fire power. Holdout Blaster Proficiency: An understanding of holdout blasters and other types of concealed firearms, including how to properly conceal and an understanding of the largely reduced accuracy of hip-firing. Novice Blaster Rifle: A basic understanding of blaster rifles, including the skills for maintaining, repairing and safely handling one in combat. Intermediate Blaster Rifle: An advanced understanding of blaster rifles, including the skills necessary for performing upgrades on and competently handling one in combat. Expert Blaster Rifle: A complete understanding of blaster rifles, including the skills necessary for deftly handling one in combat and how to properly overclock one. Sniping Proficiency: An understanding of sniping, including the skills to adjust the electronic sights, as well as the skill to adjust for the movement, distance, and environmental considerations surrounding targets in combat situations. Additionally, this increases the user's effectiveness with rifle weapon skills. Slugthrower Proficiency: An understanding of slugthrowing technology, including the skills for maintaining, repairing and safely handling one in combat, in addition to the user's proficiency increasing with each type by becoming more skilled in blaster pistol skills or blaster rifle skills. Novice Heavy Weapon: A basic understanding of heavy weapons, including the skills for maintaining, repairing and safely handling one in combat. Intermediate Heavy Weapon: An advanced understanding of heavy weapons, including the skills necessary for performing upgrades on and competently handling one in combat, in addition to having an understanding of explosive-based heavy weapons. Expert Heavy Weapon: A complete understanding of heavy weapons, including the skills necessary for deftly handling one in combat and how to properly utilize a combination of blaster technology and explosive technology with a singular heavy weapon. Demolition Proficiency: An understanding of explosives, including the skills necessary to handle common types of explosives, military-grade munitions and breaching charges.
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