NEW FEATURES & UPDATES

Here is where you will find all the rules to the new features on the site. I suggest you refer back to here from time to time in order to keep up to date on any changes.

There have been a lot of tweaks and improvements in the recent weeks and I wanted to make sure that they were all in one place where you were able to read them quickly and readily. Please take the time to review and understand them.

I will always place the newest updates/features on the top along with a date added.

UPDATES:

7/15:

FORCE BOON & FORCE POINT SACRIFICES FOR THE TRIALS:

This is a mistaken understanding that I am correcting. You can refer to the "House rules" for other details related to it. However we are adjusting this to how it should be.

My understanding previously held that Force boon stacked FP's each level. it is now being brought back to how the rules actually intend it. Each level the FP's revert back to: 5+1/2 your level +3 for those with the force boon feat.

If you have more than your amount it will be reduced to the proper amount.

Now if you have sacrificed a FP to pass the trials it will be given back to you.

TRIALS: sacrificing FPs for +10

Sacrificing FP's is now being substituted by LOOT. If you wish to have a +10 on your attempt to pass a trial you must sacrifice 5 pieces of LOOT. Doesn't matter what CL, it just has to be 5 pieces. Everything else stays the same with the trials.

7/15:

HOUSE RULES:

You'll notice that there is a section in the "character cards" box labeled "HOUSE RULES". Here you'll be able to scan through modified rules. These rules are modified for one reason or another. They even may be rules that we've previously done incorrectly and are being corrected now.

This is here for quick reference for when we are playing. The Updates tab will continue to be updated, as situations dictate it. However the House rules section is for quick access. There may be several chapters as the need for space requires.

7/15:

CHARACTER CARDS:

You'll notice there is a new section below the character tracker that is called "CHARACTER CARDS". If you hover your mouse over the top of the names you'll see a popup that has your characters info on it. If that info is in correct please PM the corrected details and I'll see to it that I change it.

This is here so that we have quick access to our character sheet. It is only a mini version so it won't have all of your info, but it will have your defenses and attack bonuses or if you would like to have specific info on it, please give me the details you wish to have. Please be specific.

7/5:

KEEPING TRACK OF EXPERIENCE POINTS:

From now on it will be every players new responsibility to keep track of their own Experience points. That field in your character sheet will now be editable by the players.

When you receive XP for anything game related I will update the Character tracker. This is the official amount of XP and Level of Character. Make sure to check and verify that I have your XP correct ASAP.

After each live game I will update it and you can copy it to your character sheet. Both your paper one and the one here on the site.

3/22:

JEDI TRIALS:

As players have gotten closer to becoming Jedi Knights I've done research on the Jedi Trials and have found that there isn't really a cohesive and unified way that the trials have been administered throughout Jedi history. As such I needed a unified way to indicate passage from one part of our Characters life to the next, so I came up with a system that each padawan will have to pass in order to go on to Knighthood. I took what I found within the books an modified it only to make it unified. Also in order to become a Jedi Master one will have to pass another set of trials at that point.

As each character is different and each player is different, everyone will go through the trials at different parts of our characters development. However if you have not passed the trials before becoming level 8 you will not level up as a Jedi. Although you will continue to compile XP, you cannot take the benifits of becoming a level 8 jedi till you've gone through the trials. One other side note associated with this is that this does not mean you cannot cross class and take a level in another class, you just cannot become a level 8 Jedi. Once you go through the Trials then you will be able to take the associated jedi levels that you can according to your level. (If you cross classed while waiting to go through the trials you may have to wait till you get to your next level in order to take a Jedi level.)

If you reach the xp amount (45,000) for level 10 and you have yet to go through the trials successfully, you will be forever removed from the Jedi Order and will not be able to become a Jedi. At that point you can apply your unused XP to any other Class levels, but you can never take another Jedi class level.

WHAT ARE THE TRIALS & HOW DO I PASS THEM?:

The trials are made up of 4 sections: SACRIFICE; POWER; COMPASSION; JUSTICE.

Once you leave the Jedi Temple, you can start taking the trials. There is no set time or test you have to take. Basically you have to meet the requirements of each section through your experiences.

When you take the trials (The Class level of your character) also effects the difficulty of the trial DC. The longer you wait the easier the DC will be for each section. For example: If you are a level 3 character the DC may be a 50, but for the same character if you wait till your level 7 that same DC may be a 25.

This is because that the younger you are and less experienced you are the more effect fear, anxiety and desire have on you. The Darkside pulls stronger on younger and less experienced characters.

Also included in the DC is your experiences. You have to give the GM an example of your experience with each section. If you are going through the "Sacrifice" trial, you must list an example of your character sacrificing something.

Your characters experience must come from something he/she did in their life as a jedi padawan. The GM will not give you examples of such experiences, this is left totally up to you as the player/character to consider. At each section think through your actions and think about what things you've done that signify that you've accomplished each section. Make sure to give your best example as this will effect the bonus you get. The GM will only give you feedback once you've chosen an example and it can't be changed.

Based off of the severity of your example the GM will give you a bonus that you can apply to your roll. So obviously the greater the example, the greater the bonus. The more benign the example the less the bonus.

The GM Will then allow you to make a D20 roll with your specified bonus. You can also add a +10 bonus if you sacrifice a Force point (forever, never get it back.)

WHEN DO I TAKE THE TRIALS?:

You can take a trial whenever you want. You do not have to take them all at the same time or you can if you would like to so, it is totally up to you and there is no benefit either way.

PASSING THE TRIALS & THE BENEFITS:

If you miss the DC by 6 or more you flat out fail and must take them again. Each Trial is taken separately so if you fail one trial that doesn't mean you fail all of them. You cannot retake a trial w/in 24 hours of the last time you took the trial and you don't get your Force point back if you used one to augment your attempt. If you successfully pass a trial you can automatically move on to the next trial with no wait time penalty.

If you miss the DC by 5 or less you don't pass the trial and you have to retake it but you don't have to sacrifice another Force point if you used one the first time. You can use the same credit from the first one. You also do not have to wait the 24 hour period.

If you beat the DC by 5-9 you pass the trial so well you get a bonus of a single ability increase. Your choice of one ability score to be increased by one point.

If you beat the DC by 10 or more you pass the trial with flying colors and get a bonus of two ability increases. (separate abilities by +1, cannot be the same ability)

HOW DO I TRACK MY PROGRESS?:

Once you pass all your trials your identifier in the character tracker box on the main page will be updated to say: "JEDI KNIGHT". Or if you never become a Jedi knight and progress to become another class, it will read whatever your current class or prestige class is. If you would like to keep that secret and not known by anyone else just let me know what you want me to identify you as. This is a character label and identifies your current position and rank w/in your goals.

To follow your progress as you accomplish your trials you can look at your character sheet and you will see a new table that lists the four trials and 5 attempts. You can attempt a trial more than five times but I surely hope it isn't necessary to do so.

If you pass a trial I will post a pass at whatever attempt you pass it on. If you fail a trial I will post Fail at whatever attempt you fail. As long as you haven't reached 45,000 XP you can attempt a trial as many times as you like.

WHAT HAPPENS AFTER?:

If you pass all of the trials you then are approved by the Jedi counsel to become a Jedi knight and can then take on missions on your own and can take on a padawan of your own (which brings some pretty cool bonuses in itself)

Once you hit level 12 you then will have the ability to take the Jedi Masters trials. They are much tougher to pass, that is why you have to wait to at least level 12. Again, the longer you wait the easier they get. There is no timetable you have to be a Jedi Master by, you can take those trials at level 12 or level 100.

I'm sure I am leaving out something so please contact me if you have any questions or if any of this is unclear. 1/10:

UTF BONUS DICE:

You will notice that there is a new dice in the Dice roller titled "UTF BONUS DICE".

This dice is the same as the "Attack bonus Dice". Except that you roll this when you make a Use the Force Check.

It gives you a bonus depending on what you attempting to Use the force for. Most are very specific and you can ONLY use them if you are attempting what is on the dice face.

There are a total of 22 UTF bonuses and 40 sides to the dice, so there is a good chance you won't roll a bonus every time. But continue to do so because they do offer good bonuses.

Most Bonuses are only for the round your are rolling for, if you can use it later it makes that clear.

If you have any questions regarding the outcome of the roll please ask. Just make sure to ALWAYS roll the UTF dice when making a Force check.

If you are using a force power to attack someone or something, you can use either the Attack bonus dice OR the UTF bonus dice, but not both of them.

1/5/12:

FORCE POWER USES AND REJUVENATION:

We are changing how many times we can use Force powers. First I will lay out how this is being changed then I will explain why.

You have what is known as a "Force Suite" This is a collection of all the force powers you currently know how to use. Normally you would use a Force power and it would be taken out of your "Force Suite" and you couldn't use it again until you rested for a Minute or you could spend a Force point to regain it immediately.

This is where the change comes in. If you use a Force power or you enter a battle sequence w/out a Force power in your "Force Suite" You cannot activate that Force power again until the end of that battle sequence. You can't even expend a Force point to regain it. That Force power is no longer of use to you during the battle sequence.

EXCEPTIONS:

- If you get the "Attack Bonus Dice" that allows you to regain your Force powers and Force points.

- If the Force power you are using is a Reaction, then you can use a Force point immediately to regain that Force power.

REGAINING FORCE POWERS

You regain powers largely by resting, or you may spend a Force point after a Battle sequence to regain the force power. If you do not rest (meditate) for a set amount of time or use a force point to regain the Force power you will not regain it automatically unless you rest for 8 hours of continuous sleep.

The type of action the force power is determines the length of Meditation time it takes in order to regain the power. If you do not want to take the time to rest after a battle sequence you may spend a Force point at that time to regain the force power.

- FREE ACTION / REACTION: Can spend a Force point during battle sequence or Meditating for one Minute will regain the power.

-SWIFT ACTION / STANDARD ACTION: Must Meditate for 5 full minutes or spend a Force point AFTER a battle sequence to regain the Force power.

- FULL ROUND ACTION: Must meditate for 10 full minutes or spend a Force point AFTER a battle sequence to regain the Force power.

The reason behind this is simple: Force powers are becoming a fix all to every problem instead of other viable solutions. Because of this NPC's are either going to have to be increased in either power or number. Neither of which is desirable because of having lower leveled characters.

I also felt this was a better option than changing the rules on the Force powers themselves. This way this allows each user to use the force powers as they wish, but they have to use the powers when it is best and not at any time a problem arises.

1/4/12:

FORCE POWERS:

All of the force powers are being written out and reconfigured. They are being placed where all can readily find them and read them. This is being done so that everyone knows what the force powers can do before they choose them. Most of them aren't being touched at all, but some are being tweaked and others are being completely reworked.

This is being done so that they can work well with the way our game is being ran. If you have any questions as to why a force power was changed please feel free to ask, I will be glad to answer any such questions and listen to any suggestions.

If you would like to look at them go to the link under the Character tracker called "LIVEgameBOARD". Click on it and it will bring you to a spreadsheet where we play our live games. There is a Tab there called "FORCE POWERS" Click on it and it will bring you to all the force powers and Lightsaber Form Powers.

These are currently being addressed and modified, once they are completed I will post a message here about it. Feel free to take a look around.

If you notice a difference between the books rules and what is stated there, the book is wrong. What is stated there is what we are playing by. No Force power will be changed w/out good reason. And most of the time, the only thing changed is clarification.

12/19:

SKILLS XP:

You may have noticed that you have a new feature in your signature called "Skills XP". This is a temporary Experience point holder.

If you have noticed, gaining XP can be slow at times. This has caused a almost stopping of progression during some parts of the game. This is because we mostly gain XP during battle sequences. But the truth is, our characters continue to learn all the time. Every time they do an action, make a check or defend successfully they are learning. so I wanted to make the rewards more relevant to the game and give XP for everything a character does.

To accomplish this I have come up with the "skills XP" mechanic. Anytime you make a successful skills check you will gain XP. Now this is going to fall to the players responsibility to record this. (access your profile and go to signature and replace the "000"'s with whatever amount of xp you receive. once it hits 200xp I will move it over to your main XP meter.)

I am having you record this because frankly, I won't have time. If you don't record it, you lose it. I will not give out past skills xp. I will only award xp that is placed inside your temporary spot.

If you look on the main screen on the right hand side, fourth box down you can see the XP table

How will it work?

If you make a successful skill check I will let you know and will give you the amount of XP that you should record. The amount of XP will depend on several factors, listed as follows:

For getting a partial DC (w/in 5) when applicable = 15 xp

For defeating a Skills check DC = 25 xp

Defeating a skills check DC that is 20 or higher = +5 xp

Defeating DC by:

1-2 = +0 xp

3-4 = +5 xp

5-6 = +7 xp

7-8 = +9 xp

9-10 = +12 xp

11-12 = +15 xp

13-14 = +20 xp

15-16 = +25 xp

17-18 = +30 xp

19-20 = +35 xp

21-22 = +40 xp

23-24 = +50 xp

25-26 = +60 xp

27-28 = +70 xp

29-30 = +80 xp

31-32 = +90 xp

33-34 = +100 xp

35-36 = +115 xp

37-38 = +130 xp

39+ = +150 xp

Now for the most part, this will seem like small change and won't seem that important, but if you consider how many skill and ability checks you make you will see that it will add up pretty quickly.

The better you are at doing skills the more xp you get from it. This should help us to continue to grow our characters and allow us to explore other avenues of character development than just battle sequences. I hope you enjoy this and feel that it will help you to personalize your character to the fullest.

One side note: Skills that you use against other players do not count towards this. Only those that have set DC's by the GM. For Example: Initiative is a skill that is used against other players and is totally subjective to the others in the group.

The GM may give out XP based on his discretion when it comes to these types of skill checks. If the GM feels that a XP bonus is warented then it will be given out, but it is not to be expected.

11/18:

WEAPON MOD'S UPDATE:

I added another section that can be modded for your weapons. Improved Critical The weapons mod section is complete and can be checked out at the Loot builds tab.

Refer back here for any questions you may have.

11/17:

WEAPON MOD'S UPDATE:

(This updates any previous info on weapon modding)

There are four basic parts to modding a weapon: ATTACK BONUS; DAMAGE BONUS; DAMAGE DICE; # OF DAMAGE DICE.

We are going to call these our four modifiable areas. Each area is going to be separated from each other. Meaning that if you want to mod your attack the same mod will not increase your Damage bonus.

Each time you mod a particular area you move up the MOD LVL chart in that particular area. Each level gives you a +1 to that effect.

For example: If my lightsaber was at Mod LVL 5 on attack, I would have a +5 to my attack when using that particular lightsaber. If I was a Mod LVL 3 on "# of Damage Dice" I would roll 3 D8's instead of 2. (you automatically start out at the proper mod level for number of dice depending on what weapon you are using.)

Notice: All of these mods are weapon specific. Meaning that if you change weapons the mods do not stick with you, they only apply to the weapons you apply them to. However this also means that any species/class or level bonuses that would normally not stack with other bonuses do stack with these weapon mod bonuses. Each time you mod a particular area the mod's stack and there is no limit to how many you can get. You just have to have the correct LOOT items for that mod. And make the proper mechanics skill in order to apply the mod properly to your weapon.

As you progress in the weapon mod levels you will notice that the amount of loot will go up exponentially. As will the difficulty of applying the the mod physically to your weapon. If you fail one DC check you will ruin totally your weapon and will have to start over completely, none of the parts can be used again. This adds a bit of risk to the process of making a awesome weapon.

Each weapon can be unique, nobody should have the same exact weapon type as another player unless you want to. You will notice in the weapon's build area it has 5 different types of Lightsabers (although you can apply these mod levels to any weapon that you are proficient with, I just listed lightsabers).

Each lightsaber is different:

Lightsaber: This a standard lightsaber, nothing physically different. This type of lightsaber is the most widely used and known type.

Double bladed lightsaber: Two blades that stick out both side of a equally balanced hilt. In order to use this blade normally and most efficently you will have to meet certain prerequisites that are required for two attacks per round or more.

Long Bladed Lightsaber: This saber looks the same as a normal lightsaber when it is off but it has the ability to lengthen to 50% longer than normal. Meaning that you can hit targets in melee combat before they can hit you. There may be penalties to this particular blade forth coming, I will update this when this is decided. The hilt has a button inside that is controlled by the force to determine how long you want the blade. "Long or normal" Switching the length is the same type of action as turning on the lightsaber. This saber has some prerequisites: Weapons focus: lightsabers; Dexterity: 13; Perception 8

Light Whip: This saber is very unique and requires certain skills to use. (Dexterity: 15; Weapons focus Lightsabers; Perception 8; exotic weapons proficiency: Whips) You also must have a glove on your whip hand that is made out of "Cortises" (sp?), this prevents you from taking your hand off when handling the light whip. The length of the whip's reach is 6 feet.

The hilt looks like normal but when you turn on the whip it looks like a strand of energy curled up. When you flick the hilt the whip of energy pops and acts just like a regular whip. With one exception... Whatever it comes into contact with gets cut and sliced.

The blade/whip automatically comes back to its curled position. The whip cannot be used to wrap around a object and pull it to you or you to it. It will automatically cut through the material, unless it is made out of material that lightsabers can't usually cut through.

Shuntu: This is a short bladed lightsaber. The hilt is also much smaller. It is perfect for stealth missions. The blade is 20 inches long and the hilt is 8 inches long. So it is shorter and more slider than a normal lightsaber's hilt. +5 to stealth checks for concealing the weapon on your person.

The short hilt is nice for stealth but horrible on energy power. It lasts half as long as a normal lightsaber. Also it is considered a tiny weapon and thus you can't use two hands on it in order to double str modifier when holding two handed.

Also blocking and deflecting is much tougher, you take -5 when attempting such actions.

No prerequisites to use this weapon.

To mod the type of Dice to be used on your damage it goes in levels. Meaning that whatever your typical damage would be you go up a die rung.

For example:

Lightsabers start out using D8's so at LVL 1 you would go to D10's, LVL 2 would go to D12's, LVL 3 would go to D20's, LVL 4 would go to D30's, LVL 5 would go to D50's and LVL 6 would go to D100's.

Now that sounds very powerful, and it is. But to get those bonuses it is going to be tough and you will have to be willing to risk ruining your weapon to get those awesome powerful damage dice.

Notice that it stops at D100's, that is the only time there will be a limit on modding your weapon. Truthfully it is pointless anyway to go any higher.

If you refer to the Loot Builds tab you can see what all of the costs are for these mods and upgrades.

Also you will notice that you have a new section in your character sheet that tracks what mod level each of your weapons are at. When you do a upgrade to a weapon I will upgrade the mod level of that weapon on your character sheet.

I have to give props to Byron for helping me with this idea and giving me the inspiration for the weapon mods. I had been stuck for awhile and he gave me the right direction to go in.

Thanks

11/17:

AUTOMATIC FAILS/MISSES:

No matter the attempt, whether it be a skill check / ability check or any other type of action, if a "1" is rolled you automatically fail the attempt. No matter what your modifiers are or bonuses are if a "1" is rolled it signifies lack of effort or poor planning and thus your skill can't make up for it.

This has always been the case with attacks (although if you use to roll a "1" you would receive the damage) But it has been brought to my attention that it should be the same with any action roll.

11/16:

BULDING/UPGRADING WEAPONS:

I have been working on this idea for awhile now. You may have seen the LOOT build tab that I have up. Currently this is under construction and will be modified drastically very soon.

The new features of building weapons will be sleeker and more powerful at the same time. When you become a padawan you have the ability to start collecting LOOT to start building your Lightsaber.

Once you become a Jedi Knight at Level 7, building your lightsaber is part of your Jedi Trials. You must build your lightsaber before you become Level 8 or you are no longer able to be a Jedi. You will be cut loose from the order.

To build your lightsaber you will have to decide the style you want. Each style will be listed along with what will be required to build it normally (without bonuses or making it supercharged).

You will then have to make certain skill checks to build your lightsaber. If you want to upgrade or specialize your lightsaber you will have to collect different types of loot (it will be listed) and again roll certain skill checks to apply the upgrades properly.

It is totally up to you how much you want to modify your weapon, each players weapon will be completely different when it comes to stats and performance. Everything that you can do your lightsaber will be listed along with the LOOT that will be required to make the mods.

There will be no limit to how powerful you can make your weapon. If you collect the proper amount of LOOT and make the skill checks successfully you can have a +100 attack with a +100 damage if you want. No limit... You can constantly upgrade your weapon.

However, each time you do the risk to totally ruining it goes up. If you mess up your blade you will have to build a new one from scratch.

11/16:

LOOT:

After becoming a Padawan you can now start acquiring LOOT. If you don't know what LOOT is please refer to this section just earlier updates.

If you want to trade in loot you have three options:

1) Post in your thread that you want to turn in your loot for Credits. You will receive the Credit value of what you turn in.

2) Post in the "Open World" Thread that you want to trade a particular piece of Loot for a different piece of loot with another player. If someone has what you need and you two can come to a mutual agreement to the value of the LOOT (each player may value any loot differently and it may not be the value that you think is fair) you may trade.

Also Loot may be traded between players for anything that you wish, it doesn't have to be traded for other pieces of LOOT.

3) You my go to the "HOLONET" thread and talk to the LOOT dealer there, he explains how to trade with him. He alway's will have what you need... for the right price. Check out that thread for the rules.

11/15:

HOLONET:

You will notice on the Home page there is another forum below "Jedi Temple" called "Holonet". This is where you will find all of your side quests and little missions.

Refer to the sticky on the main page of that section for further explanations. Also each section gives you info for that particular section. If they don't answer your questions please feel free to contact me.

Also from time to time you will see a Breaking News: scroll across the top, this gives some info on certain things that are happening throughout the galaxy that you would normally hear about.

11/15:

REP METER: Not working

If you only see: Rep: Evil A+ Good

This is because your browser doesn't support meters. This meter should look like a colored meter that discribes where your personality is as far as being good or bad. I use Google Chrome and it works fine. If you want to see what the meter looks like use Google chrome.

11/9:

REP METER:

You will notice that in your signature there is a new feature. It is call the Rep Meter. This is a current feeling that you are giving off to those around you.

It is not meant to be a actual meaning of wether you are evil or good. But it is a feeling that I am getting from your character. In fact it may be not accurate at all based off of how you perceive your character.

So what is the meaning of this device? It is to indicate to you how I am (or the NPC's within the game) feeling you/your character is being at the moment. Do a great deed or self sacrificing deed this meter will sky rocket. Do a selfish deed it will plummet.

Basically it is how you are viewed by those around you. Now that also means that this is not a true indicator if you are darkside or lightside. It is just how those around you feel.

Unless you do drastic actions this will not change quickly, even if those that you are around are different NPC's. Remember this also is indicative of how I view your character as well. You may not agree with how I view him/her but know that if I mark you one way or another, there is a reason for it.

Go to long in the Red and you may find that you rack up darkside points a lot easier than you would normally. Spend a lot of time in the green and you find that it will take more drastic measures to acquire a darkside point.

To me, this shows me your leanings. It will give me at a glance, how you choose to act.

The meter is made up of three parts. The whole scale goes from 1-10; 1-3 evil; 4-6 Avg; 7-10 Good.

Notice that there is a little bit more room for error in the good side. For every action that I feel marks you as good I will move you up one on the scale. So once you get to 10 you stay good for a while, even if you make a mistake or two.

If you have any question please ask.

REP: Evil A+ Good

11/9:

FORCE POINTS / FORCE POWERS CORRCTIONS:

I have been informed that I have been doing Force points and force powers incorrectly. After some research I have found out that is true. First I would like to say that during the lessons we will continue to do them as we have always done them, there will be no change.

After you become a Padawan or leave the temple there will be a major change to how you do actions related to the force.

It does not require a Force point to do a force action. It only requires that you are trained in that particular force power.

Look up page: 77 in the C.R.B under: use the force skill.

Also Look up up page 90 and read the chapter about "the force" Become familiar with how to use the force. it will benefit you greatly to know exactly how this will work.

Pay close attention to force powers suite. These are the different powers that you are trained in. It is not enough to just be trained in "Use the force" you must be trained in very specific area's to do certain force powers.

Some force powers do require a FP to accomplish, but mostly FP's are used to amplify common actions and skill checks.

YOUR FORCE POWER SUITE & FORCE TRAINING FEAT:

I will not cover all the associated rules surrounding this, so make sure you understand this fully from the book. What I will cover is this: At the time of you becoming a Padawan you automatically get a Force training feat. This gives you 1 force power + your wis modifier.

When you take that feat, instead of taking only 1 force power + your wisdom modifier, take 2+ your wisdom modifier.

So at the time of becoming a padawan if your wisdom modifier is +1 you will receive 3 force power cards to place into your Force power suite.

In the scenario that you have a negative to your Wisdom modifier when becoming a padawan, you still take at least 2 Force powers.

In your character sheet there is a place to list all of your force powers, I will suggest that you list them in your signature so that you can see what you have available.

Also pay attention in that section about using those powers and how you can obtain them back.

If you have any questions regarding this change. After reading the sections in the core rule book, give me a call, or leave me a PM here.

11/9:

Easter Eggs:

The Easter egg search is now complete.

11/5:

OPEN WORLD:

You will find this thread in the Jedi Temple area right above the Player threads.

This topic is for open discussions for all the players. I posted inside that thread everything that you can do and what it will be used for.

11/4:

EASTER EGGS:

I have hidden little treasures all over this site. Once someone finds a easter egg it will be removed. To claim a easter egg all you have to do is make a post about it in your thread. Tell me where you found it and you will claim the prize. The first person to claim it wins it. I will look at time and date of posting if two or more players claim a easter egg.

A easter egg will be coupled by these brackets "{ prize will be listed here }" and they can be placed anywhere. Maybe even in a topic or thread that hasn't been written in in awhile. Each easter egg will be different and have different bonuses.

This is a limited time only special and it will not be announced other than me posting this here. I will post a conclusion date here also, so search fast this will not last long. If you have read this and are actively searching for easter eggs, make a comment in your thread about it and I will award you a bonus xp just for finding this.

10/24:

SIGNATURE STATS:

I would like it if you can list your Defenses in your Signature. Having them there helps speed up the process of not having to constantly look back at your character sheet. Just remember to update them.

You may place whatever else info there as well that may help you.

10/24:

WHERE TO PLACE LOOT ITEMS:

This updates an earlier update. (if that makes any sense...)

Anyway, list your loot in the box in your character sheet that say's "Loot box" This box displays in your profile box next to all of your posts.

10/24:

ATTACK BONUS DICE:

I have updated the Attack bonus dice to include more bonuses and less Non bonuses. I also reduced the amount of sides on the dice.

So this will mean that there will be more chances for you to gain more bonuses.

9/20:

TWO HANDED WEAPON STR MOD:

We have been doing this wrong this whole time. I will post the images below from the core rule book.

We have not been considering the size of the weapon when dealing out damage when compared to the size of the person using it.

Basically if a weapon is smaller than you are, then it is considered light. If your species is in a larger category than the weapons category that you are using then it is considered that you are attacking with a light weapon. You do not get the double strength modifier added to damage when using two hands.

This applies only to melee weapons that are one size category below your species size.

Damage Info

Weapon sizes

Lightsaber info

9/20:

BUILDING WEAPON MODS:

WHERE DO I LIST MY LOOT?

There is a LOOT list on your character sheet in your profile. You place your loot there.

Notice that you only have 10 slots. Those slots are all the loot you can carry at one time. You are able to carry 10 of each item for a total of 100 pieces of loot.

If you fill up your ten slots you cannot acquire anymore loot until you sell some. Meaning you cannot put multiple types of items in one slot, each slot is designed for only one type of LOOT.

So if you get another piece of LOOT you cannot pick it up at all, not possible you are full. You cannot even exchange it for something in your LOOT bag. This can be frustrating if you come across a very expensive piece of LOOT and you cannot place it in your LOOT bag. So make sure that you always have enough room.

HOW TO GET RID OF LOOT

The only way to get rid of LOOT is to sell it to me. In order to do that you have to be in a town/city/space station or some other type of modern civilized society. Tell me you wish to go to the nearest LOOT merchant and we can make the transaction go down.

If there is no LOOT merchant close by I will tell you and you will have to hold onto your LOOT until the next opportunity.

Turning your LOOT in for building items or MODDING equipment will still grant you the same value of the items, you just have to turn them in at the same time.

WHERE TO FIND THE LIST OF WEAPON MODS AND WEAPON BUILDS:

There is a link to a popup right where you found this link to the UPDATES AND FEATURES popup. Click on it and it will take you to a popup with a double scroll box.

The top scroll box is for weapon & equipment builds. This is a ongoing project so I will add weapons and equipment as I produce the build.

Notice that there are some very good weapons in these builds. They are very powerful and very unique.

At the moment they are currently still under construction and may be subject to tweaks and changes. Don't be surprised if you see some changes and think someone is messing with you.

I will post here when I have them totally finished and to not expect anymore changes.

HOW MANY "SPECIAL" WEAPONS ARE THERE?

The special weapons/equipment are the ones with names. If they have a name they are pretty powerful.

There are only 1 of each "Special" weapon/equipment SITE WIDE. Meaning that if player "A" gets special weapon "X" then nobody else can have that weapon. So if you build it first, you get the privilege to have it as long as you wish.

The only case where a "Special" weapon goes back onto the open market is if the owning person dies, looses it to where it is irretrievable or it gets destroyed. In such a case I will notify all that it is again available.

9/20:

BUILDING WEAPON MODS:

HOW TO BUILD THEM:

You must turn in specific items to build weapon mods. These mods give you bonuses for attack, damage and other misc. items. They are good only for the weapon that you mod.

For every MOD LVL I need 1 Mechanics check per level. For example: If you wanted to apply MOD LVL 1 All I need is 1 Mechanic check. If you were applying MOD LVL 3 I would need three mechanic checks.

If you fail more than 1/4 of your mechanic checks your weapon mods are destroyed (any that you are currently placing on the weapon and any that you previously had. Everything reverts back to original specs) and your weapon will need to be rebuilt/repaired if you wish to use it still. So be careful, this is the only warning. Modding is very dangerous.

ADVANCING THROUGH THE MODS:

When advancing through the MOD Levels you do not add them together. For example: Once you get to "MOD LVL 2 you will have +2 damage, not +3.

Also you cannot go out of sequence, you must advance them in order and one at a time. One piece of LOOT cannot serve for two different MOD levels. Once you build a MOD LVL I will post a image in your signature stating what level you are currently at.

In order to build a MOD, you must turn in all of the require LOOT items AT THE SAME TIME otherwise you will not get credit for LOOT.

9/17:

BUILDING YOUR LIGHTSABER:

HOW TO BUILD IT:

You must collect LOOT ITEMS to build it. These items will be listed on a side widget on any page.

Once you collect all the items you may attempt to build your own lightsaber no matter what level you are.

One note of caution however, the lower the level the more opportunity you have to build a faulty Lightsaber. And you will not know how good your lightsaber is unless it starts to act faulty on you. Sometimes this occurs right away and other times this can take days or weeks or even months before a faulty lightsaber shows its true colors.

If a lightsaber goes faulty, you must build a new one from scratch, NO EXCEPTIONS. It is broken and non of the parts are usable.

WHEN DO YOU HAVE TO HAVE YOUR LIGHTSABER BUILT BY?

If you do not have your lightsaber built by the time you go through your trials, you must build it right after. Your master automatically takes the lightsaber that he/she gave to you back. (they assume you've built your own by then.) You will be weaponless if you do not build one of your own by then.

If you do not pass your trials or choose another path, your master takes away the lightsaber that he/she gave you. (you no longer qualify to have the weapon from their point of view) You must build one of your own if you wish to have one.

MODIFYING YOUR LIGHTSABER:

You may modify your lightsaber at any point, even when you first build it. (This of course increases the difficulty of the already difficult task of building it in the first place.)

All you need is to collect the LOOT ITEMS for the particular type of modification that you are looking to add.

Then you have to make the necessary rolls to add the mods to the lightsaber.

But just as I stated earlier, you can break your lightsaber by trying to mod it. If that happens then you will have to rebuild it completely and all the pieces are totally lost and unusable.

Just a side note: The items that you will have to collect in order to build your lightsaber actually have nothing to do with a lightsaber in reality. Just go along with it, it makes it simpler for me so that I don't have to redo all of my LOOT drops and create stuff just for the lightsaber. Thank you for your cooperation and suspending your disbelief in this matter.

9/17:

DESTINY POINTS: Once you become a Padawan it is your responsibility to give me your destiny. I will not assign this to you. Look up Destiny points in the core rule book to get a understanding of what this is and how it can help you.

I will hand out Destiny points to you when you do things that further your advancement towards your particular destiny.

Those points have some very good benefits for you, so don't overlook them.

9/17:

JEDI TRIALS: Some point during level 7 or level 8 you will go through your trials.

How & when will they take place?

At some point (GM'S Discretion) you will face your trials. It can be a total surprise or you may know it is coming, there is no way to tell.

I'm not totally sure how it is suppose to occur but for the ease of our game here on the site we will just do it my way. If you have any suggestions please let me know and I may implement them.

HOW THIS WILL WORK IN THE GAME:

I will tell you that your trials have begun. (most likely this will occur during a down time in your story line, but that is not written in stone.) You will then face certain situations. How you react to the situations will determine the outcome of your trials.

Your darkside score will have a major impact on the rolls you will have to make.

If you fail your trials you will not be able to take anymore Jedi classes. You may take any other force user prestiege class that you wish however.

The Jedi trials are very important to your future.

9/17:

CROSS CLASSING: For your first 7 levels you MUST take Jedi as your class. After that you are able to start cross classing into any other class you so wish, so long as you meet the prerequisites.

9/17:

TOUGHER OPPONENTS: This was mentioned earlier but I failed to place it on the updates list, so here it is.

Once your character reaches level 5 I will automatically switch over to using a D30 for all of my attack/action rolls. You will notice a slight increase in XP for these opponents as well.

Prior to being level 5 if you wish to face a tougher opponent then just let me know and I'll switch to the D30. Why would you want to face a tougher opponent? Because he will be worth 50% more xp.

For example: an opponent that is typically worth 400xp would then be worth 600 xp.

So, if you wish to boost your xp quickly and feel that you are able to take on the tougher opponents, just post it in the thread and I'll gladly make the switch. But be careful, once you switch, that particular opponent can never go back to being the easier one.

9/17:

SKILL & ACTION ROLLS:This is a tweak to some things that I feel we've been doing wrong all along. When we make a skill check, for example: perception when looking for something, we might say "I want to look again" if we got a low number the first time.

After considering it, that is outside the game info. If we are looking for something and we made a perception check, that check included how long we looked for it, how thoroughly we searched and how determined we were while searching.

No matter what happens with the result of the skill check we are satisfied that we searched to the best of our ability. (even if we rolled a 1).

If we wish to make another skill check again because we feel that there is a better outcome to be had, if only we would have rolled a higher number, then we are using outside the game info for our choice.

Hopefully this makes sense and is clear, if not please let me know because this is how we are going to play from now on. If you have a suggestion on how this should be applied, then also contact me.

Thanks.

9/16:

POINTS AND POSTS: While training at the temple and going through lessons you will get the posts and points bonuses and benefits. Once you become a padawan and leave the temple no more bonuses for points and posts will be handed out. This was merely a benefit to build up the characters quickly.

9/16:

CHARACTER DEATH: This isn't a rule change or update in the normal sense but I thought that I would mention it since some characters are now becoming padawans and leaving the temple. Characters CAN DIE AND/OR BE SERIOUSLY INJURED WHILE ON ASSIGNMENT.

During training missions inside the temple you were using training weapons that were not lethal. If while on assignment you happen to die, that is it. No do overs. So be careful and take precautions. Nobody wants to start all over again, trust me.

I'm not wanting to cause any to be overly cautious, I just want to make everyone aware that your character is going into the real galaxy and most likely into some very dangerous situations. I felt that it would only be fair and give a warning to all.

As of 9/8

BOOKS: I have linked all of the books to the site. If you look at the third box on the right hand side you'll see them listed. You are able to download them from my Google Docs page. Some of them are visible and others you just can download. I'm not sure why there is a difference. I also included the Omegadex.

LOOT DROP DICE: Starting at CL 3 opponents you will be able to collect LOOT from them.

How will it work? Once you defeat an opponent I'll tell you what Class level he is and then you go roll that particular dice. Right now this is how it will work for single player games. In the future I will implement it into LIVE GAMES once all of the bugs are worked out of it.

What are the Benefits and Restrictions? Once I get everything ready i'll update this and inform everyone. Just to whet your appetites... Think... super weapons... and lots of credits...

Prior to 9/8:

CHARACTER SHEETS: You'll notice in your character threads that you have a topic with a character sheet in it. This is editable. You can enter your info there and when we play the live games you can open the LIVE GAME BOARD up over top of it and have a quick reference for your character sheet. NOTE: for right now, this is only for your own reference and I will not be checking it or updating your XP there.

ATTACK BONUS DICE: This one is listed in the Orientation thread, (if you've not seen these I suggest you look them up there for the full explanation) but the basic idea behind it is that you need to roll one of these every time you make an attack. Every so often you will get a bonus that will help you. Just follow the instructions on the dice, if you don't understand them just ask.

On the right hand side of any page you'll see a box that is rotating the Attack bonus dice. You can see what possible bonuses there are.

LIVE GAME BOARD: This is located on all pages in the center close to the top. If you click on this link it will take you to a new page. This page is where we will play live group games.

On this page you will see several sections. On the top you will see our chat box. This is where the players and GM will communicate actions and information.

The next section you will see three different boxes. The farthest left has two functions. 1st there is a "whisper" This links to your Private message box. If you have something that you do not wish anyone but the recipient to see, you should send it in a "PM" to them. 2nd there is a "Personal notes" box. This is for your notes you wish to keep track of. A note of caution: If you refresh the screen you will lose what is in that box. I would copy that info and re-paste it.

The Center box is the "Map box" This is where all the maps will be located.

The far right box is the "Story Board" box. This is where all the basic info and back story will be kept. All relevant story plot lines will be posted here.

CHARACTER TRACKER: On the right hand side of any page you can see a box that lists all the characters and how much they have advanced. You are able to see what level each character is, how much xp they have and what status they have.