T1 Story:
As taken directly from EotF rules site.








I. Main Definitions

Story - If there had been any previous incarnations of Type-Force, I would have to have given it a name like Type-Force Story, because the Story Element of RP is very much present in this. Although Multi-Posts over 10 posts are to be discouraged, multiposts themselves are quite likely, and almost expected. Just don't bore your competition to death by making him wait all evening. The point of the long posts is not to dwell on needless factoids merely to take up space but to A) Fully detail your attack for maximum clarity, and B) give the fight the aspect of a Story.

Auto - In Type Force, Whenever you attack someone, you may never post a connection. IE - You cannot claim to have cut someone's arm off, you may only claim to have made the attempt. It is up to the OTHER RP'er, in most circumstances, to make that call. If you strongly disagree on whether or not your attack should have connected, then give it to a moderator, otherwise, err on the side of grace, and let things slide.

Mistakes - THESE THINGS HAPPEN PEOPLE. Don't use it as an excuse to end the fight quickly. If it's an honest mistake such as not seeing a certain attack because of room scrolling or high-volume rooms, let them off . . . If it's a mistake because they simply didn't SEE the post . . . let them off once or twice . . . If it's a mistake in their defense, and they fully understood and accepted all parts of your attack . . . they'll have to face the music.

NPC - An NPC is a NON-PLAYER Character. It can be controlled by players, and the most common kinds are the bartenders and patrons of Cantinas and TapCafes. NPC's uses in Combat is a Grey Zone Not Yet Defined.

God-Moding - I hear this word way too often, and I've come to the conclusion that NO ONE really knows what it means anymore. God-Moding is doing something which A) COULD NEVER, NO WAY, NO HOW, NOT IN ALL ETERNITY Be Possible for you character to do, or B) is a complete disregard of the other RP'er. IE - Posting "Waves hand and makes foolish attack fade away." C) Unlimited Power, Untiring Strength, Impossible Feats of Skill . . . and I do mean IMPOSSIBLE, folks, not just HARD or very unlikely . . . and NEVER TAKING A HIT . . . is God Moding. D) Excessive OOC arguing . . . is akin to God Moding, because you are making a statement every time you continue an argument and keep going on it as if you could never be wrong . . . you are making the statement that it is IMPOSSIBLE for your character to have done such and such wrong . . . Good RP'ers let the small things by, and only really take note of the big stuff.

Creative License - RP is about playing a character. If the game were played in the mortal, Earth world of daily life, then stricter rules could be applied. But even then, if it isn't IMPOSSIBLE for the character to do something, and it seems within fair bounds . . . let it go . . . it's creative RP . . . NOT GOD MODING. And in a Fantasy, those rules are even MORE lax . . . Stories and Books and Movies are written about characters who go above and beyond . . . not blah characters who are rigidly bound by every single law of probability. Creative License is a privilege that I, as Game Designer, extend to all RP'ers. THUS, I am the one to whom all complaints should be taken. But know this. I will over turn all but the most serious and vital of complaints, and log it under Creative License. This Ruling Power that I posses is granted fully to the GMs and to Moderators, subject to my final ruling, if there is such a need.

OOC Rights and Rules -

NO OOC BASHING. PERIOD. NONE.

NO taking OOC IC.

NO ONE PERSON OR FACTION HAS THE RIGHT TO TELL ANOTHER FACTION OR PERSON HOW TO RP. YOU MAY ONLY OFFER HINTS. NO MORE. ANYTHING ELSE WILL BE DISREGARDED AS BAD RP, AND IF IT IS ON THE MESSAGE BOARDS, WILL BE DELETED. If you have a problem, put it on the Game Master Board, or e-mail The Game master You Wish to Speak With. ONLY IM THE GM's IF YOU NEED HELP AND IT CANNOT BE SOLVED, as we do RP ourselves, heh.

II. Turn Based System

Type Force is a Turn Based System, like Type One - Story. Act, react . . . and no more. Basically, the system can be summed up in the following sequence:

Dark_Sith_Bad_Guy: Attacks. (And/Or Uses a Free Move)

Jedi_Knight_Good_Guy: Defends, and Launches his Own Attack, and/or Makes a Free Move.

Dark_Sith_Bad_Guy: Defends (or reacts to the Free Move), and makes his own Attack/Free Move . . .

Rinse and Repeat For Desired Effect.

What if there are Multiple Fighters (3+)??

Option One: Pair off and fight solely in that pairing. Good for the Game, not good IC.
Option Two: Set a Turn Sequence.


Any Fights NOT involving option One or Option Two VOID.

Pretty Simple, huh? Yes, of course it is. It's the exact format used in Type One - Story. Everyone, or almost everyone, understands that basic format. So the problems that would present themselves are NOT about how the turn sequence is worked out, but rather, on HOW MUCH you can DO on ONE Turn . . . in one attack. . . and what, exactly, I mean by FREE MOVE.

III. What can be done on one turn? Length of Turn: 15 seconds to 4 min (if using the Force for major action.)

1 Defense, 1 Offense, 1 Free Move.

What can you do In a Defense?

Defense is fairly simple. You react to an incoming assault. Parrying or blocking is most favored way of doing this, but dodging or evading are also acceptable. However, you MUST defend. If you FAIL to defend, you must either justify it as a mistake, or take the hit. You may defend with as many weapons as you have in your hands at that time.

This also includes defending with body parts or the Force, if necessary. However, you may not defend with any more weapons or defensive utilities (the body, the Force) than are available to you within the amount of time it will take the enemy's weapon to connect. THUS - You MAY NOT defend against a beheading attack by doing anything that would take longer to do than it would take for that blade to cut your neck off. Granted, the Force does liven that up by speeding up reaction times, but use common sense. Don't cheat.

What Can you Do in OFFENSE?

Offense is just slightly more complicated than Defense.

A) You can use any one or two handheld weapons ONE TIME each, unless it is a blaster with a fast repeating rate, and the maximum amount of blaster shots I'll let you get off with in one turn is 3 for a fast-reflexed non-Force User, and 4 for a Force User. If you pick up a rock and throw it at me, then grab a lightsaber with that same hand and attack me, you've done more than you can do for that turn.

B) You can use the body to attack me. THESE attacks are interchanged with the Hand-Held Weaponry Attacks. You must realize that your character has limits, and you cannot hit me with a spin kick, then land and attack me with sabers . . . by then, I'll have had ample time to make my own move.

C) You can use the Force. NOTE: You get variable uses of the Force each turn based on what level you are. This is to give an advantage to the higher ranked characters, who before were equal to the lower ranks, except that they had access to higher powers, which took longer to prep anyways, and so weren't that useful. You may divide them up however you want between offense and defense, but they must add up to equal or less than the maximum number you have available.

FORCE ATTACK/DEFENSE LIMITS PER TURN:

1. Variable use based on level.

1. All Normal Sensing Abilities NOT Counted as Force Attacks/Defenses.

2. All Normal Force-Enhancements Pertaining to Speed, Co-ordination, Leaping, and other basic physics NOT counted as Force Actions.

3. Use of a Single-Bladed Saber is Considered ONE Force Action.

4. Use of a DUAL-Bladed Saber, a Saber with an extendable length when the length is extended, or TWO Sabers are all considered TWO Force Actions. Yes, this does mean that the first level of Force users cannot use these methods.. this IS intended. When you're that early in your training, you don't really have the skill to do that.

5. Prepping the Force Passively is NOT considered a Force Action, whereas Prepping the Force ACTIVELY IS.

6. The Use of An Amulet/Spell/Rune/Gem/etc. Is Considered A Force Attack/Defense. In Order to Perform/Use the artifact or spell, you must, in the turn immediately preceding the turn on which you use the artifact, have done two things: A) Meet the Prep Requirement for use of that Artifact/Spell. B) Have Prepped that Artifact ACTIVELY both the turn BEFORE the Usage, and the turn OF the usage. Thus, the turn you USE the item, you may make no further Force Attacks/Defenses. IE - No Saber-Play, No Force Usage in the Attacking/Defending Stages of the battle. You may use a DEFENSIVE Movement, but it must give you clearance of your enemy, and time to use the Artifact/Spell. (Note: I know that this section is lacking a little for the Light Side, but don't worry gents, you'll get yours in due time.)

7. The Use of Amulets/Spells/Runes/Gems/etc.. -- Any thing, other than the normal purity of the Force, that affects or uses the Force falls under this category. After having Prepped said Artifact/Rune/Spell, etc . . . You may use the Artifact/Rune/Spell . . . etc . . . In One of the Following ways.

Add One Prep Offensively or Defensively for a Number of Turns. This Number of Turns is determined by how many preps left over you had after using the artifact. If the artifact affects one or 2 powers of the Force ONLY, then 2 Preps are added in the place of the one.

Add, For ONE TURN, the Number of Preps Left Over From Using the Artifact and Divide It By the Number of Turns you wish to Use the Preps. You must add in the current turn, though you may not USE the artifact till the next turn. Then, add ONE prep per turn to this new bonus. Thus, if I have 3 preps left, and I use it for 3 turns, including the one I am currently on, then I have 2 preps extra for the next two turns.

Rage and the Living Force are the only two Artifacts that may be used more than ONE TIME per battle. Special Note, some artifacts are drawing artifacts and may be used like a continuous increase of power.

You may only use three Artifacts at a time. If you actually have more, and you feel the need to use them, maybe you should consider if you really deserve the Artifacts.

Only Levels 7-10 of Force Power May Use the Artifacts.

What is a Free Move? What Can You Do With It?

Free Moves are what make fights into RP Scenes. Consider the battle at Endor. Imagine the entire Luke/Vader duel w/o any talking. BORING. The Biggest Disappointment about Darth Maul was that he never spoke during his fight with the Jedi. It was frightening, but not really fun to watch, other than to see sabers going every which way.

IV. DEFINITION OF FORCE PREP

There are Two Modes of Prep Under the New System.

Passive Prep - Once a Force Sensitive/Force User has opened themselves to the Force (via a voluntary act.) They become immersed in the power of the Force, growing steadily stronger with each passing moment. This gradual strengthening is automatic. After an opening post in which you describe that you have opened yourself to the Force, you are considered OPEN, and whether or not you POST any further prep, you will continue to accrue power, though RP Ethic would suggest that you not slack off of posting your deepening Force Attunement.

Active Prep - There are, however, times which require quick thinking, or quick action, and for these, you may use ACTIVE Prep. Active Prep Requires that you use One of your Force Attacks/Defenses for a turn and post that you are doing something irregular, such as opening yourself HEAVILY to the Force, or drawing deeply off the Dark Side. You must also make, after the IC Prep, an OOC Comment Stating that you have just ACTIVELY prepped the Force. Active Prep will grant you an immediate burst of Force Strength Based On the table beneath. (BOTTOM)

The RESULT of Using More Than 5 Preps or Using A Force Power After an Active Prep/Artifact Prep-

Having discharged such powerful energies, even the greatest of Jedi/Sith get wearied. This is why we see so little Offensive/Defensive Force Usage in combat. After having used more than 5 Preps of the Force, or having used a Force Power After an Active Prep (The entirety of the preps gained by the Active Prep/Artifact must be discharged.) the User will be extremely weakened. The Lower-Level you are the more pronounced the effects, but no Prepping . . . even PASSIVELY . . . may be made until 3 turns have passed, and physical weariness is also a likely side effect. The Only Exceptions to this are what we call A> LAST CHANCE Defense. If you are in dire danger, and NEED the Force, you may Prep Enough Energy For ONE DEFENSE. But you may only use this once. B> Falling to the Dark Side. Going over to the Dark Side would grant you a +3 prep bonus to all Dark Side Powers Non-Sith. The Longer You Remain in constant contact with the Dark Side, the more pronounced the effects



Again, this is a direct copy-and-paste from the EotF official board. The text has only been altered by bad HTML scripting. Thank you.



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