Dark Age of the Force

A Star Wars Story

It's been seven hundred years since a great plague has swept the galaxy, devastating the Jedi and Sith and leaving civilization in ruins. From these ashes, three fledgling empires have arisen, resilient and powerful; the Corellians, the Hutts, and the Mandalorians. Will you pick a side and lead your people to glory? Or will you lurk in the shadows, bent on nothing but your own goals? Step into the Dark Age and carve your name into the stars.

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 Combat System
D241
 Posted: Mar 1 2018, 12:34 AM
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D241
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the Proficiencies
How do you fight?
As a Star Wars setting, the Power System of Dark Age is semi-realistic, as not everyone in the galaxy is capable of superhuman feats. There is no official ranking system that the strength of every character is defined by, with the exception of Infamy, which determines your character’s influence and renown across the galaxy, instead the combat capability of every character is determined by their proficiencies. Each proficiency determines a character’s level of expertise in a specific area of combat, defining what makes them unique through six levels of proficiency. As a side note, each member may only have one Force sensitive character at any given time

THE PROFICIENCIES

Agility – This proficiency determines your character’s speed, footwork, and acrobatic ability.

Endurance – This proficiency determines how much punishment you character can withstand as well as how long their stamina holds out before they start tiring.

Perception – This proficiency determines a character’s combat awareness as well as their insight; to see how opponents function, to decode strategies and tactics. It also determines your character’s abilities to sift through deception.

Firearms – This proficiency shows a character’s aptitude with ranged weaponry, as well as certain technology.

Melee – This proficiency judges how well a character utilizes melee weaponry such as vibroswords and lightsabers.

Unarmed – This proficiency determines how skilled you character is in unarmed combat.

Willpower – This proficiency determines your character’s ability to resist mental influence through the Force as well as their charisma.

Force Control – This proficiency shows your character’s ability manipulating the Force, determines what abilities they can have, and serves as a metric for their raw power. You cannot allocate any points to this stat unless your character is listed as Force-sensitive!!.

PROFICIENCY POINT ALLOCATION

When making a character, your proficiencies are allocated from your starting points. Characters aged 29 and lower have 14 starting allocation points and characters aged 30 and higher have 15 starting allocation points. Canon positions such as the Dukes and Duchesses start with an extra point.

The six levels of mastery to choose from and progress through are: Amateur, Novice, Practitioner, Adept, Master, and Legendary. All proficiencies start at a baseline of Amateur and to go up one mastery costs one of your starting allocation points, although no character may have more than a practitioner rank in Force Control at creation. Master and Legendary cost two of your starting allocation points and two proficiencies may never be Legendary. You do not have to use all of your starting allocation points and certain characters may not need to use all their points. Only staff characters may start with a Legendary proficiency, though it can be earned through role-play. This is to insure that players fully understand what their character is and isn't capable of.

TECHNIQUE/ITEM POINT ALLOCATION

Techniques and items are additions a player may add to their character to further distinguish them against the masses and other characters. Each character begins play with 10 points to allocate to items and techniques, though there are limitations to what they may begin play with. You can learn more about techniques and items here.

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D241
 Posted: Mar 1 2018, 01:33 AM
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D241
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agility proficiency
Acrobatics, Speed, and Footwork
Amateur – Your character is far from the fastest, their footwork is nonexistent, and they’re lucky not to fall performing even the most basic acrobatic maneuvers.

Novice – Your character has gotten much faster and their footwork is passable. They might also be able to accomplish a cartwheel or some other basic maneuver.

Practitioner – Your character is quick and agile enough to avoid certain attacks and they can perform basic acrobatic maneuvers with ease.

Adept – Your character has reflexes like a cat and can avoid most attacks from less trained individuals. They’ve also mastered performing advanced acrobatic maneuvers.

Master – Your character’s reflexes are honed to a razors edge. They are faster than all but the swiftest creatures and have the acrobatic skill of master performers.

Legendary – Your character’s reflexes are second to none. Time almost seems to move at a snail’s pace in relation to them and not even the fastest creatures match their speed. Any level of acrobatics comes naturally to them.

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D241
 Posted: Mar 1 2018, 02:21 AM
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D241
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endurance proficiency
Stamina and Pain tolerance
Amateur – Your character gets winded walking at a vigorous pace and they can barely withstand anything more than minor pains.

Novice – Your character no longer gets winded walking at any pace, though running and sprinting are still relatively difficult to maintain. Minor injuries like stubbing their toe or something of that nature are minor inconveniences to them.

Practitioner – Your character can maintain a heavy sprint longer and can run farther before tiring. They won’t go into shock if they’re shot, but it will still be painful enough to hinder them.

Adept – Your character can easily maintain a swift pace either running or sprinting for greater stretches of time. They can also endure being shot without going into shock and still function well enough to fight without hindrance.

Master – Your character can hold a dead sprint for hours without even a sign of getting tired. Being shot or stabbed won’t hinder them in a fight, and they can even remain conscious and combat-ready after losing a limb.

Legendary – Pain is a distant stranger to your character and they never seem to tire. Ever. Only the most devastating attacks stop their advance. They might even be able to function for a short time after receiving a fatal injury.

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D241
 Posted: Mar 4 2018, 07:45 PM
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D241
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perception proficiency
awareness and combat acuity
Amateur – Your character’s general observation skills are below average. They are easily tricked by feints, sleight of hand, and other deceptions and will likely not notice a sneaking character unless they are being extremely obvious.

Novice – Average general observation; Able to sometimes (rarely?) predict feints, slight of hand, and other deceptions during combat; Will still likely fall for slight of hand and other deceptions outside of direct combat; Unlikely to notice most sneaking characters

Practitioner – Your character possesses slightly above average general observation skills. They’re able to notice feints and other deceptions more often. They’re watchful for dangerous situations and ambushes and are harder to sneak up on in general.

Adept – Your character is able to notice the nuances of an opponent’s fighting style and occasionally predict their next move as well as notice feints and other deceptions at least half of the time during combat. They may also be able to notice deceptions outside of direct combat. Noticing dangerous situations and avoiding ambushes at least half of the time and even particularly stealthy characters will need to be cautious around you.

Master – Your character can notice the nuances of an opponent’s fighting style and predict their next move with great accuracy and will notice most feints and other deceptions during combat. They're very likely to notice deceptions outside of direct combat. They’re well-versed in detecting dangerous situations and avoiding ambushes. All but the most skilled assassins are easily noticeable to them and even they will have difficulty surprising your character.

Legendary – Your character is able to follow and predict an opponent with a level of accuracy bordering on predicting the future. They are constantly on alert for danger and notice every feint and deception thrown against them. Sneaking up on them is all but impossible.

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D241
 Posted: Mar 4 2018, 07:51 PM
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D241
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firearms proficiency
Blasters and other Ranged Weaponry
Amateur – At this stage, your character is lucky if they can hit the broad side of a cantina, much less the enemy. In fact, they’re more a danger to themselves than they are to others.

Novice – At this stage, your character has learned how to aim their weapon, but by no means are they a sharpshooter. They’re at least capable of hitting someone at pointblank range. Anything beyond that is a measure of how lucky they are. Blaster pistols and other such weapons can be used effectively at this level.

Practitioner – At this stage, your character has finally learned the basics of firearms well enough to be considered a practical threat in battle. Their shots don’t quite have pinpoint accuracy, but they’re good enough to kill a target at longer ranges. Blaster rifles, repeaters and other such weapons become accessible at this level

Adept – At this stage, your character can claim to be an expert marksman and proficient with a variety of firearms. Their accuracy is pinpoint and they hardly ever miss. Shooting down the barrels of other guns or targeting the hands of others can be accomplished at this level.

Master – At this stage, your character is truly a deadly shot. There are few ranges they cannot be effective at so long at their weapon has the capability and they can hit targets with a sniper’s proficiency. Sniping bullet’s out of the air becomes viable at this level.

Legendary – Your character’s skill with firearms defies logical explanation. Whether it be at extreme range or under absurd conditions, your character has been known to land shots that shouldn’t even be possible. Even the heaviest of armor isn’t enough protection against them as they will find every gap and weakness. Curving bullets is a simple feat at this level.

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D241
 Posted: Mar 4 2018, 07:58 PM
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melee proficiency
swords, vibroblades, and lightsabers
Amateur – At this stage, a character has little to no training wielding melee weapons and is quite easily defeated by practically anyone with even a basic understanding.

Novice – Your character has had some minor training wielding melee weapons. Basic technique and form has been drilled into them, and they can hold their own in combat.

Practitioner – At this stage, your character has master the basics of their chosen weapon and can apply themselves effectively in combat. Duel-wielding weapons has also become more manageable at this stage in mastery.

Adept – At this stage, your character is well-versed in the use of melee weaponry. They’ve practically become an expert with their chosen weapon and can even boast an understanding of other weapons. They may also duel-wield weapons with incredible efficiency.

Master – At this stage, your character has completely mastered not only their chosen weapon, but can apply their understanding to practically any melee weapon they might happen upon. Their mastery is such that it requires little thought to effectively wield melee weapons and duel-wielding is as fluid as it is deadly.

Legendary – Your character's skill in melee has truly reached nigh unobtainable heights. They have taken their skill beyond mastery, beyond the realms of logic! Even the most experienced of masters pale in comparison to their prowess in battle. Their strikes are like lightning and entire armies shatter beneath the edge of their blades.

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D241
 Posted: Mar 4 2018, 08:09 PM
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D241
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unarmed proficiency
brawling and martial arts
Amateur – Your character might have strength or speed, but they’re quite likely to lose handily using only their fists. Even in the simplest bar brawls they are a danger only to themselves.

Novice – Your character can make a fist and not break their own wrist throwing a punch. They might best a starving moisture farmer, but most street thugs are still a substantial threat.

Practitioner – At this point your character stands a chance against his or her fellow brawlers, but they've still got a long way to go. Their punches hurt and their kicks can knock down and trip up with the best of them. Learning new fighting styles is a little easier.

Adept – Your character can take on multiple untrained combatants at once, and with the right skills can counter those with weapons of equal or lesser skill. They can punch hard enough to achieve one-hit knockouts or tear apart lighter armor and their body is somewhat hardened from all that training. Learning new styles is easier.

Master – Your character can take on multiple trained opponents, and they have the experience to counter blades and blasters alike with the proper gear. Learning new styles is much easier, and they can count themselves among the elites of the Dark Age martial artists. Their blows can be lethal, and they can overcome shields through sheer brutality.

Legendary – The golden gloves, the iron fists! Your character’s martial skill is legendary, and they are feared or respected in equal measure. They can take on scores of opponents no matter their weapons or lack thereof; their punches and kicks can tear through even the thickest armor or shields like rice paper, not to mention flesh and bone. They can almost learn new martial styles in their sleep!

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D241
 Posted: Mar 4 2018, 08:29 PM
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D241
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willpower proficiency
force resistance and charisma
Amateur – Your character can barely manage to keep their thoughts organized and tough situations will likely get the better of them. Charming someone into doing something for them is basically impossible unless your character has something they need or want. Even the most basic of Force powers overwhelms them.

Novice – Your character can manage to keep their thoughts organized and when pushed comes to shove they can keep it together. If they talk long enough they might wheedle people into doing something. Your character can resist equal or lesser ranked mental Force abilities, but anything more is overwhelming.

Practitioner – Your character's social skills are being honed like a fine blade They can keep things together under pressure and can also manage to convince people to follow their lead if they make a strong case. They can resist equal or lesser ranked mental Force abilities, but anything else overwhelms them.

Adept – If practice makes perfect, then your character has had a lot of practice. They can keep their cool under pressure in all but the most extreme of circumstances and they've got a fair amount of charisma and social skills. They often find themselves often taking the lead, though likely don't mind following when the situation calls for it. They can resist equal or lesser ranked mental Force abilities, but anything more powerful overwhelms them.

Master – Your character's will is an iron trap. They manage to keep their cool in even the most extreme of circumstances. People look to your character to lead in most situations and your character is more than capable of rising to the task, taking command easily even if it's not their area of expertise. They can easily resist equal or lesser ranked mental Force abilities, but anything more powerful overwhelms them.

Legendary – Your character's will is more than iron; it's practically law. No situation rattles them, and their mind is constantly thinking tactically. Your character is a literal force of personality, able to convince the most unwilling of people to follow them into hell and back. They can resist equal or lesser mental Force abilities with ease.

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D241
 Posted: Mar 4 2018, 08:46 PM
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D241
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force control proficiency
raw power and force knowledge
(Note: Unless stated otherwise, all powers listed under a particular rank are considered intrinsic and do not count against a character's allotted perk/item points.)

Amateur – Your character feels that there is something else to the universe, something guiding them or make them into something better than they are. However, they can only grasp the edges of it. They're probably unsure what is going on, but are also curious to find out.

Novice – Your character finally feels more connected to this unknown presence. They've begun to understand at least a part of this presence and are able to extend their will outward into the world and manipulate objects. Your character has access to Force Push and Force Pull at this rank.

Practitioner – Your character has had time to let this presence flow through them. Their understanding is increasing as now they can use their will to empower themselves inward in their physical presence making them faster and stronger than the person they were. Your character has access to Force Speed and Force Leap at this rank.

Adept – The presence your character feels is now not just an outside force, but something they can manipulate around them. Aside from their physical attributes or moving objects, now they can project that will onto others, make them follow your lead or see things that aren't even there. At this rank you may choose to have access to either Force Persuasion or Force Illusion (choose one).

Master – Your character has a firm handle on this presence and is able to manipulate it at will. Now they are aware that it ties into their emotions, and through emotional stability or turmoil they can use this presence to accomplish feats beyond the norm. At this rank you have access to either Force Choke, Force Barrier, or Force Absorption (Tutaminis) (choose one).

Legendary – This presence... this force is now yours to command. Using your character's superior skill with wielding this Force, they can draw on their experience, their emotions and can now manipulate the very elements itself to bend to their will. At this rank you have access to either Force Lightning, Pyrokinesis, or Force Whirlwind (choose one).

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