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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