SWRPG - The Force

    • SWRPG - The Force

      [size=7]THE FORCE[/size]


      "Life creates it, makes it grow." - Yoda, Empire Strikes Back

      The Force is a very slight thing that is impossible to notice outside of overt displays of power, and even overt displays are minimal in nature. The entirety of the Force is available to all practitioners, with Jedi and Sith merely being polar opposites in philosophy and intention.

      The Force is separated into two major disciplines: the living and mystical Force. Since the Force is a single entity all those that have affinity for it are talented in both, but are usually more adept to one than the other. The rare few who have exceptional gifts in both physical and spiritual arts are capable of becoming Jedi Masters or Dark Lords.

      The cornerstone of the living Force is in using the Force to become aware of the immediate surroundings. Adepts of the living Force often become renowned warriors or tribal kings even if they are not trained in the traditional methods of the Jedi or Sith. Endurance is the dominant valor of the living Force: even though the Force itself is limitless the practitioner is not. Meditative trances are also part of the living Force.

      The mystical Force focuses on the supernatural aspects, sharpening mental perception, piercing the mind either of themselves or others, and may even enable one to see beyond the self. Mystical adepts gravitate toward positions of influence as court councilors or sages even if they are not trained in the Way. Disturbances in the Force are what mystics sense, like waves moving through a galaxy-spanning ocean of power. They come as ripples of the present or headwinds foretelling the future. The farther away a person or event is, the more difficult it is to sense.

      [size=4]Force Ranks[/size]


      This is a ranking guide that all Force-sensitive characters must abide by. All characters have access to Level Zero; each player may use three points to improve the character's level in living and mystical Force. Each new level strengthens the previous level's abilities, in addition to gaining new abilities. You don't have to spend any points, they may be reserved for later, but spent points can not be recovered.

      Living Force.
      -Level 0.
      Battle Precognition, Force Vision.
      -Level 1.
      Art of Movement.
      -Level 2.
      Breath Control.
      -Level 3.
      Force Body.

      Mystical Force.
      -Level 0.
      Force Empathy, Force Telekinesis.
      -Level 1.
      Force Persuasion.
      -Level 2.
      Comprehend Speech.
      -Level 3.
      Battlemind.

      Saber Forms: Living Force/Mystic Force Requirements.
      -Form 1: L2/L0
      -Form 2: L0/L2
      -Form 3: L0/L3
      -Form 4: L3/L0
      -Form 5: L1/L2 (shien) or L2/L1 (djem-so)
      -Form 6: L1/L1
      -Form 7: L3/L3 (juyo) or L3/L3 (vaapad)

      Battle Precognition: a sub-form of Force Vision which has been specifically developed for combat. This is the ability that Force-sensitives have to see the future in their mind an instant before it actually happens, enabling Jedi to pull off the impossible feats which have won them fame across the galaxy. At base level it's little more than a hazy intuition, while the highest level commonly available is much more precise.

      Force Vision: the Living Force is as an ocean of power, and each creature, object, and event send waves through the metadimension in equal proportion to their magnitude of importance. When a flea is born it creates an equally minuscule ripple in the Force; when an entire world is suddenly bereft of all life the shockwave can stun those who are attuned to Force. Proximity and complexity are also factors in determining how clearly places, people and events can be sensed with this ability. The High Council is compiled of the most skilled Seers in the Jedi Order, and it is rumored that when they are assembled the Council can perceive anything across the galaxy.

      Art of Movement: the fundamental physical enhancement technique. The body is designed in such a way that only a minor fraction of its full potential may be used consciously, so Jedi have developed a method of using the Force to tap into a greater portion of their latent ability. With this, the Jedi may perform feats of uncanny agility, move with unnatural speed, and act with impossible strength. The downside is an exponential increase in exhaustion.

      Breath Control: one of the more situational techniques, it is taught to all members of the Order to underline the "be prepared" mentality instilled in all Jedi. With this, the Jedi quickly alters their metabolism so that they can continue to subsist on one breath for extended periods of time. A Knight who is adequately trained in the Living Force may survive for as many as ten standard days in this condition, although any activity will reduce that amount of time.

      Force Body: a dangerous technique that is reserved only for those who are fully trained in the Living Force. When exhaustion has caught the body in its merciless grip even the Jedi must succumb, and fatigue is particularly troublesome since the Force takes an exacting toll on those who use it. In cases where highly trained individuals have reached their utter limit, the Force may be used to obtain a temporary reprieve. This comes at a dire cost to the practitioner's body due to activity that goes beyond safe measures, and worse for any additional use of the Force.

      Force Empathy: this is the technique that senses emotion so that the Jedi may know the intention of other living beings. Since all things radiate the Force, no matter how weakly, interactions send tiny ripples through the metadimension. Generalities of fear, anger, aggression and hate, or lack thereof, can all be perceived with this ability and Jedi are trained to understand what each sensation means in a variety of contexts according to different species. It is not to be confused with true telepathy.

      Force Telekinesis: one of the best known abilities attributed to Jedi, and one of the most taxing. The training required to perform this move is available only to those of the Order. It is the art of physically manipulating objects with pure Force. Since the Force flows from the practitioner, there must be an unobstructed path between the source and the target. The Force may move around objects, but this increases the difficulty while diminishing the power and range of the technique. Highly trained Jedi may push hard enough to knock down several humanoids up to five meters away.

      Force Persuasion: the opposite of Empathy, this ability uses the Force to impress feelings of trust and agreement upon other creatures. Used in tandem with a tone of voice that has been developed for its tendency to influence those who have become "open" to suggestion, this is used most often by Jedi that are arbitrating in a dispute between multiple parties. If those who are being manipulated are strongly against the suggestion, or for some other reason have taken a strong position, it may fail.

      Force Comprehension: this is a crucial skill for a consular. By using the Force to focus on an individual, while also refraining from aggressive invasion of the mind, the Jedi may understand any language - even if they don't know it, or lack the physical capacity to perceive the full range of sound and other forms of communication. Practitioners are warned against using this for sensitive negotiations that may take extended periods of time.

      Battle Mind: while most techniques of the Mystical Force are subtle and poorly suited to immanently dangerous situations, Battle Mind is a way which the scholarly Jedi may minimize their lack of physical prowess. It is a form of meditation in which the mind reaches a sublime state, temporarily strengthening one's connection to the Force. Commonly required for Jedi who wish to learn Form 3, Soresu, enabling them to deflect attacks and become a zone of tranquility amidst the sea of chaos that is a battlefield.
    • SWRPG - The Force

      [size=7]The Lightsaber[/size]


      "This lightsaber is your life." - Obi-Wan

      In the later years of the Old Republic, Jedi harvested focusing crystals from a single cave that was rich in Force-sensitive minerals. This is why the vast majority of Jedi sabers have limited color. The Order employed a special group of Jedi to produce most lightsabers, and the wielders were expected only to keep them with the same detached care that they kept their own lives.

      Unlike Jedi, Sith quest for their focusing crystals as a rite of passage. Most often a Sith's crystals were artificially made by means that according to one's knowledge, available resources, and the Force. Synthesized crystals almost always shone red. "Synth" crystals wear out quickly, and due to their unstable nature on very rare occasions Sith sabers overload Jedi sabers when the bladebeams collide.

      There are seven recognized methods of wielding a saber, each with its own ideal. These styles are taught only from practitioner to student, or occasionally by holocron, making it impossible for anyone to learn them outside of Jedi and Sith lineage. Most saber battles take seconds and consist of a few high-speed clashes until someone makes a mistake. The exceptions to this rule are Soresu practitioners, or combat between two saber masters, whose battles may go up to five or ten minutes.

      -Form I (aka Shii-Cho, aka Determination) was derived from conventional swordplay, it was popularized due to its effectiveness against superior numbers. Outdated, but still brutal in the hands of a dedicated stylist. Designed for two-handed single sabers, with the off-hand next to the emitter and the other on the pommel, striking in wild arcs. Most practitioners find it clumsy to deflect blasters and lacking against powerful foes.
      Paragon: Master Kit Fisto.

      -Form II (aka Makashi, aka Contention) is the counter to Form I, a minimalist style, the first dedicated saber battle method. Most often seen in Jedi-Sith wars and schisms, praised for its lack of excess. For one-handed single sabers, best for curved hilts, it uses measured footwork to maintain proper distance and quickly flows from defense to offense with artful grace. Lacks strength, is poor at blaster deflection and worse against multiple opponents.
      Paragon: Count Dooku / Lord Tyranus.

      -Form III (aka Soresu, aka Resilience), developed as blaster rifles became common, the first Form dedicated to blaster deflection. It also defends well against other Forms, having no defensive weakness to seize upon. The duelist keeps their saber close to the body, using it as a shield until the opponent makes a critical error. Its flaw is in its lack of offense, tending to stalemate skilled duelists, and has some difficulty dealing with multiple opponents.
      Paragon: Master Obi-Wan Kenobi.

      -Form IV (aka Ataru, aka Aggression) is a blistering style that overflows with high-speed attacks. Intended for two-handed single sabers with both hands grasping the center of the hilt loosely, using acrobatics to evade and fueling non-stop offense with the motion. Better at avoiding blaster fire than deflecting it, it's weak against multiple duelists, with its worst flaws being rapid exhaustion and a need of open space to maneuver in.
      Paragon: Grand Master Yoda.

      -Form V (aka Shien/Djem-So, aka Perseverance) are hybrids of Forms II & III, combining defense and offense. Shien holds the saber overhead angled upwards, using precise strikes to return blaster fire, and is adequate against multiple foes; Djem-So grips the lower portion of the hilt tightly, held overhead angled down and back, intercepting other bladebeams with tremendous force, blocking and attacking simultaneously. Shien is poor against a powerful duelist; Djem-So is labored, making it vulnerable to Forms III and IV.
      Paragon: Master Anikin Skywalker / Lord Vader.

      -Form VI (aka Niman, aka Moderation) is a hybrid of all lower Forms. Niman is the balanced style, needing little practice to learn but many years to master, leaving time open to pursue other endeavors. Highly favored by the Jedi Order at the time of the Naboo Crisis. Best for dual sabers, the weakness of Form VI is that it has no exceptional virtue, depending more on the practitioner's own ability than the strength inherent to the Form.
      Paragon: Master Cin Drallig.

      -Form VII (aka Juyo/Vaapad, aka Ferocity) revels in conflict. Juyo is favored by Sith as it exalts the self, turning passion into power. Vaapad was created as a Jedi answer to Juyo, accepting the foe's malice and reflecting it back. Both derivatives share a critical weakness against telekinesis and Force abilities that attack the mind, and both are restricted among the Jedi Order.
      Paragon: Lord Maul & Master Mace Windu.
    • SWRPG - The Force

      addendum.

      Telekinesis. The techniques involving telekinesis are very particular and rules must be followed for proper usage. For instance, if a burst of energy is released directly from the core body then it will flow in all directions at once, and the energy will be so diluted by lack of focus that it will have almost no effect. This is why the energy should be focused through a single limb and launched in a single direction to concentrate the power, while the limb being used ought to be the most dexterous available to maximize control. Also, since the force is flowing to/from the caster a well-focused telekinetic wave will push/pull them. For this reason, most casters use telekinesis while stationary on a solid surface. Telekinesis is weak in a thin atmosphere, moves slow in a dense atmosphere, does not work at all in a vacuum, and has a maximum range of five meters at the highest level of training (lvl3 MF).

      -Force Push: the most basic use of telekinesis, this technique is offensive in nature yet the lethality is almost zero, making it the most favored ranged attack of the Jedi. Proceeded by the caster bracing themselves against the ground and quickly waving a hand at the target(s), an invisible but audible wave of energy rushes through the air.
      -Force Pull: is the exact opposite of Force Push, since it brings a target closer to the caster rather than knocking it away. The energy begins to flow from the caster, like all telekinesis techniques must, and creates a suction field. Proceeded by the caster bracing themselves away from the target and making a tugging motion. Much more difficult than the Push variant, it can only affect one target at maximum range.
      -Force Grab: is the most difficult telekinetic technique commonly known. Rather than an instant burst of energy, this may be described as a constant stream of energy surrounding or otherwise holding onto a target object, often something small like a lightsaber hilt. Waving the hand or fingers may contort the stream of energy to the liking of the caster. This continual exertion places great strain on the mind and body of the caster.
    • SWRPG - The Force

      updating some stuff

      [size=7]THE FORCE[/size]


      "Life creates it, makes it grow." - Yoda, Empire Strikes Back

      The Force is a very slight thing that is impossible to notice outside of overt displays of power, and even overt displays are minimal in nature. The entirety of the Force is available to all practitioners, with Jedi and Sith merely being polar opposites in philosophy and intention.

      The Force is separated into two major disciplines: the living and mystical Force. Since the Force is a single entity all those that have affinity for it are talented in both, but are usually more adept to one than the other. The rare few who have exceptional gifts in both physical and spiritual arts are capable of becoming Jedi Masters or Dark Lords.

      The cornerstone of the living force is in using the Force to become aware of the immediate surroundings. Adepts of the living Force often become renowned warriors or tribal kings even if they are not trained in the traditional methods of the Jedi or Sith. Endurance is the dominant valor of the living Force: even though the Force itself is limitless the practitioner is not. Meditative trances are the cornerstone of the living force.

      The mystical force focuses on the supernatural aspects, sharpening mental perception, piercing the mind either of themselves or others, and may even enable one to see beyond the self. Mystical adepts gravitate toward positions of influence as court councilors or sages even if they are not trained in the Way. Disturbances in the Force are what mystics sense, like waves moving through a galaxy-spanning ocean of power. They come as ripples of the present or headwinds foretelling the future. The farther away a person or event is, the more difficult it is to sense.

      [size=4]Force Ranks[/size]


      This is a ranking guide that all Force-sensitive characters must abide by. All characters have access to Level Zero; each player may use three points to improve the character's level in physical and spiritual Force. Each new level strengthens the previous level's abilities, in addition to gaining new abilities. You don't have to spend any points, they may be reserved for later, but spent points can not be recovered.

      Living Force.
      -Level 0.
      Precognition, Force Vision.
      -Level 1.
      Art of Movement, Force Cloak.
      -Level 2.
      Breath Control, Force Stealth.
      -Level 3.
      Battlemind.

      Mystical Force.
      -Level 0.
      Force Empathy, Force Telekinesis.
      -Level 1.
      Comprehend Speech, Mind Trick.
      -Level 2.
      Force Persuasion, Force Healing.
      -Level 3.
      Force Body.

      Forms: Physical/Spiritual Requirements.
      -Form 1: L1/L0
      -Form 2: L1/L0
      -Form 3: L2/L0
      -Form 4: L2/L0
      -Form 5: L3/L0 (shien or djem-so)
      -Form 6: L0/L0
      -Form 7: L5/L0 (juyo or vaapad)

      -Force 1: L0/L0
      -Force 2: L0/L1
      -Force 3: L0/L2
      -Force 4: L0/L3

      Precognition: the ability to sense the future through the force. At base level it's little more than a hazy intuition, becoming more precise with stronger connection to the living force. Battle precognition, a combat-centric derivative, enables classic skills such as blaster deflection which would be impossible otherwise.

      Force Vision: the living force is an ocean of power, and every creature, object, and event send waves through the metadimension in equal proportion to their magnitude of importance. Proximity and complexity are also factors in determining how clearly places, people and events can be sensed with this ability.

      Force Cloak: an active meditation that is often used for infiltration. Light is bent around the body to effect a personal cloaking field, hence the name, making it useful against those normally immune to the force. Requires absolute concentration, slows movement, and is less effective in close proximity.

      Art of Movement: a physical enhancement technique. The body is designed so that only a fraction of its full potential is used consciously, so Jedi have developed a method of using the force to tap into a greater portion of this latent ability. With this, the Jedi may perform great feats at a cost of increased fatigue.

      Force Stealth: the ability to mask one's presence in the force, becoming invisible to other force-sensitives. This technique fell into disuse during the long peace enjoyed by the Jedi Order after the last Dark Age of the Republic, as it was rarely needed outside of the few systems where force-sensitive populations reside.

      Breath Control: a more situational technique, it is taught to all members of the Order to promote a "be prepared" mentality. With this, a Jedi quickly alters their metabolism so that they can subsist on a single breath for up to one standard month, although any activity will dramatically reduce that amount of time.

      Battlemind: a technique that enhances one's connection to the living force. After a period of concentration the Jedi's morale and combat prowess are momentarily raised. Essentially a self-focused form of Battle Meditation, the drawback is that it requires the Jedi to stop all else to perform the meditation.

      Force Empathy: this is the technique that senses emotion so that the Jedi may know the intention of other living beings. Generalities of fear, anger, aggression and hate, or lack thereof, can all be perceived with this ability. It is not to be confused with true telepathy.

      Force Telekinesis: the training required to perform this move is available only to those of the Order. It is the art of physically manipulating objects with pure Force. Since the Force flows from the practitioner, there must be an unobstructed path between the source and the target.

      Force Comprehension: this is a crucial skill for a consular. Bordering on telepathy, yet refraining from aggressive invasion of the mind, the Jedi may understand any language - even if they don't know it, or lack the physical capacity to perceive the full range of sound and other forms of communication.

      Mind Trick: a mind-control skill where the Jedi imposes some illusion onto the minds of others. Begins as only a minor distraction but may cause the weak minded to flee in terror at the highest level. The stronger applications of this technique often have unintended consequences, so orthodox Jedi limit their use of it.

      Force Persuasion: a variation of Mind Trick, this specifically impresses agreement upon others. Used with a tone of voice that has a tendency to aid in influence. May fail if the target has a strong will or is strongly against the suggestion. Dark Jedi may use a more potent version referred to as Dominate Mind.

      Force Healing: this is the use of the force to stimulate recovery of the physical body. Inherently of the light side, very few true Sith have ever been known to employ this technique. Generally limited to healing minor wounds and bruises, only the highest level can mend broken bones, and even then it may take many days.

      Force Body: a dangerous technique that is reserved only for those who are fully trained. Fatigue is especially difficult for Jedi since the force takes an exacting toll on those who use it. This sacrifices the body to enable continued connection and use of the force well beyond safe and normal limits.
    • SWRPG - The Force

      [size=7]The Lightsaber[/size]


      "This lightsaber is your life." - Obi-Wan

      There are seven recognized styles of lightsaber combat. These styles are taught only from practitioner to student, making it impossible for anyone to learn them outside of Jedi and Sith lineage, save for the rare use of holocrons. Most saber battles take seconds and consist of a few high-speed clashes until someone makes a mistake.

      -Form I (Shii-Cho, Determination) is outdated but brutal in the hands of a dedicated dualist. Developed for two-handed single sabers, with the off-hand next to the emitter and the other on the pommel, striking in wild arcs. Poor at blaster deflection and does not perform well against another saber dualist.
      Paragon: Master Kit Fisto.

      -Form II (Makashi, Contention) is the first dedicated saber style. Popular during Jedi-Sith schisms, praised for its lack of excess. For one-handed single sabers, it uses careful footwork to maintain a balanced distance, and quickly flows from defense to offense with artful grace. Lacks strength, is poor at blaster deflection and worse against multiple opponents.
      Paragon: Count Dooku / Lord Tyranus.

      -Form III (Soresu, Resilience) is the first Form dedicated to blaster deflection. It also defends well against other Forms, having little weakness. The duelist keeps their saber close to the body, using it as a shield until the opponent makes a critical error. Its weakness is the lack of offense, tending to stalemate skilled duelists.
      Paragon: Master Obi-Wan Kenobi.

      -Form IV (Ataru, Aggression) is a blistering style. Intended for two-handed single sabers with both hands grasping the center shaft loosely, using acrobatics to evade and fueling offense with the motion. Better at dodging blasters than deflection, its worst flaws being rapid exhaustion and a need of open space to maneuver in.
      Paragon: Grand Master Yoda.

      -Form V (Shien/Djem-So, Perseverance) is actually two styles. Shien uses precise strikes to return blaster fire and is adequate against multiple foes; Djem-So intercepts other sabers with tremendous force, blocking and attacking simultaneously. Shien is poor against a powerful duelist; Djem-So is labored, making it vulnerable to Form III & VII.
      Paragon: Master Anikin Skywalker / Lord Vader.

      -Form VI (Niman, Moderation) is a hybrid of Forms I, III, IV & V. Niman is the balanced style, needing little practice to learn but many years to master. Favored by the Jedi at the time of the Naboo Crisis. Best for dual sabers. The flaw of Form VI is that it has no exceptional virtue.
      Paragon: Master Cin Drallig.

      -Form VII (Juyo/Vaapad, Ferocity) revels in conflict. Juyo is favored by Sith as it turns passion into power. Vaapad was created as a Jedi answer to the darkness, reflecting it without giving into it. Both share a critical weakness against telekinesis and Force abilities that attack the mind, and both are restricted among the Jedi Order.
      Paragon: Lord Maul & Master Mace Windu.

      Force forms are an alternative to lightsaber forms, being meditative trances that strengthen force powers rather than using conventional weapons. There are four recognized styles, each having various effects on the abilities of the practitioner, and similar to lightsaber combat they are taught from master to student with only a few holocrons possessing knowledge about them.

      -Force I (Channel) is the most basic force form and it's the only one that is commonly used outside of mystic specialists. Supplies a moderate increase to strength and recovery while having no noteworthy drawback. Very popular among Jedi, many who are not strong enough in the force to achieve knighthood without it.

      -Force II (Potency) is similar to channel, but to a much greater degree. Often compared to lightsaber Form IV. All force powers gain a substantial increase in strength, lending itself to aggression, at the cost of an increase to fatigue. Practitioners tend to be of the dark side, although some Jedi use it without falling.

      -Force III (Affinity) is the counter to potency, and was developed from the basic recovery meditation that is commonly known by all Jedi. While the basic meditation would leave one vulnerable, this allowed the practitioner to recover and remain active. An endurance style that lacks offense.

      -Force IV (Mastery) is favored by the Sith, and can be described as a double-edged sword. It contorts the force itself, making all force powers used by the caster and target more difficult to defend against. Also gives a boost in strength to the caster's powers, so that users appear to be "masters" of the force.
    • SWRPG - The Force

      Kaden wrote:

      I guess this is already implied, but Jedi is the only potential "class?"

      Well, I suppose there might as well be the generic classes as in many of the Star Wars games, instead of using lightsabers using vibro blades or just plainly be ranged.

      Other than 'bounty hunter' however, I wouldn't be able to think of a name for them, but I suppose one could always check the upcoming Star Wars MMO for some inspiration if needed be.
      [SIGPIC][/SIGPIC]
    • SWRPG - The Force

      Kaden wrote:

      I guess this is already implied, but Jedi is the only potential "class?"
      nah, the other thread below this one has a few non-jedi classes; soldier, scout, and scoundrel. there are no "skill" stats, so it's entirely based on player preference considering things like technical and mechanical knowledge, and piloting ability. the balance is that player characters can't have super characters that are on par with canon characters like jango, obiwan, etc. non-jedi can still use force powers because the force isn't exclusive to the jedi, they're simply the biggest group of force users in the canon universe.

      The post was edited 1 time, last by Pinky ().

    • SWRPG - The Force

      Wouldn't a Jedi/Sith have a wholly unfair advantage over the other classes? Or are you sort of dodging the canon a little and offering more balance than that? Not that that's a bad thing, but that seems like the only way you could 'fix' the discrepancies there.

      I realize you've gone out of your way to stress that anyone can use the Force, but telekinesis and lightsabers are crazy powerful. Well, lightsabers are, only if you believe a guy can move fast enough to deflect bullets/plasma/whatever, so in actuality they're entirely useless and- the point is, in SW canon, the lightsaber is basically an epic weapon, what with George Lucas ignoring physics and other problems. Is it a 'dumbed down' weapon in this game or do you have some kind of mechanic to counter it that maybe I missed? Or option c, if neither of those are correct, I guess.
    • SWRPG - The Force

      Wouldn't a Jedi/Sith have a wholly unfair advantage over the other classes? Or are you sort of dodging the canon a little and offering more balance than that? Not that that's a bad thing, but that seems like the only way you could 'fix' the discrepancies there.

      I realize you've gone out of your way to stress that anyone can use the Force, but telekinesis and lightsabers are crazy powerful. Well, lightsabers are, only if you believe a guy can move fast enough to deflect bullets/plasma/whatever, so in actuality they're entirely useless and- the point is, in SW canon, the lightsaber is basically an epic weapon, what with George Lucas ignoring physics and other problems. Is it a 'dumbed down' weapon in this game or do you have some kind of mechanic to counter it that maybe I missed? Or option c, if neither of those are correct, I guess.
    • SWRPG - The Force

      no, this is generally by-the-canon starwars. i never intended for jedi to be balanced with everyone else, there's a reason why they're the central pillar holding up the galactic republic. that said, the force isn't as zany as what's commonly seen in "expanded universe" novels/games: nobody can reflect half a dozen blaster bolts simultaneously, nobody can rip ships in half with sheer force power (at best, yoda struggled to lift a single stationary one-man craft out of a bog), etc. the force simply enhances one's natural abilities, it doesn't make you invulnerable, particularly in the case of the jedi.

      this game was intended to be in line with general movie canon. it's set to begin with the phantom menace and run along the course of the movie series. around that time, the jedi had been wallowing in peace for so long that most of their rank was full of inferior stock. among the jedi, only three were strong enough to fight the sith: obiwan, anikin, and mace windu, and this was because they had all found different ways of tapping the power that's commonly associated with the dark side.

      i was going to use this game as an excuse to finally bang out my re-write of the movies (drawing heavily from the movie's novels) while other people just played around doing whatever they wanted. having a balanced game isn't much of an issue here, and if jedi were balanced with every other character type then they wouldn't be jedi anymore.

      The post was edited 1 time, last by Pinky ().