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Last Updated: Year 25 Day 231
The Force
Note
In these sections, the term "Jedi" refers to any character who is aware of their connection to the Force, regardless of the alignment of their Force Meter or in-character affiliations.

The Force is a mystical energy field that gives many powers to those few beings that can use it. Those strong in the Force have an unusually high amount of a microscopic life form known as midi-chlorians. Midi-chlorians are not the Force but are merely an avenue for one to get in touch with it and to become one with it.

"Well, the force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together." - Ben Kenobi, A New Hope

"Life creates it, makes it grow. It's energy surrounds us and binds us." - Yoda, The Empire Strikes Back

"It's like engine tape. It's dark on one side, light on the other, and binds the galaxy together." - Unknown Starfighter Mechanic

The Force exists in all living things, although only a limited number of individuals have the ability to tap into and harness its power. When your character is created and at certain levels as you progress and depending on its Force probability, the server will secretly determine whether your character is Force-sensitive. No one will be told whether they are Force sensitive as this must be discovered through game play. If your character isn't Force-sensitive when created, the chance to become Force-sensitive rises with their Experience Level (see Experience under the Life and Death rules). Only Force-sensitive characters are able to train in, control, and master the Force.

The Force Meter is very important in the development of a Force-sensitive character since it enhances the power and effectiveness of his powers (see Force Powers). The Force Meter is a reflection of a character's relationship with the Light or Dark side of the force, and certain actions performed by a character will affect their Force Meter. For instance, using the force to choke another character will move you towards the Dark side, whilst using the force to heal someone will move you towards the Light side.

"It is not the Jedi way." - Anakin Skywalker, The Revenge Of The Sith

A Force-sensitive player's power will depend on their dedication to becoming powerful in the Force. Force Alpha is the term used to describe the calculation of the general effectiveness of a Force users based on a set of variables. This value is used in most Force related calculations.

Equations
--- Alpha ---
forceLevel = the Jedi's Force level

alpha = atan2(exp(forceLevel / 25),20) / π + 0.5

Whenever a character uses a Force power, they draw upon their own personal pool of Force energy, which is known as Force Points or FPs. The cost of each power is specified in its description. If a player does not have enough FPs to pay for a power, they cannot use that power. The number of FPs in a character's energy pool is determined by their Force proficiency.

Force Points regenerate slowly over time until they reach a character's maximum capacity. The only way to increase the rate of FP regeneration is to become more powerful in the Force and raising their Alpha level. FP is regenerated once every hour by the amount shown on the Force page or by using the equation below. Regeneration is not affected by any cybernetics or armor alpha reductions.

Equations
--- Force regeneration Amount ---

amount = max(round((forceLevel * alpha)/4.7), 1)

As a Jedi progresses in their knowledge of the Force, they will gain Force Levels. At each level, 1 Force Power Point is granted to the Jedi to spend on Force Powers as they wish. These levels also determine if you can complete certain tasks, such as constructing a Holocron or taking an apprentice. The Force Levels are defined as follows:

Force Classification Force Level Required
Force Attuned 1
Apprentice 15
Knight 40
Master 80
Grand Master 100

Because of the combat system used by the Combine, every offensive action requires a break afterwards when no other offensive action by that player is possible. With weapons, this is accomplished via fire delays. With the Force, it is achieved via a cooldown. This is a time delay after each action to give other players in the combat area time to be informed of the combat, get online, and make a move before the Jedi gets another offensive action. This system is to insure that the Jedi can't repeatedly attack and/or kill another player without giving them the chance to respond.

As long as there have been those that have used the Force, there has been a connection between Force users and their robes. The style of robe varies but the loose-fitting garment is designed to make it easy to use any Force power without restrictions. The robe also has the advantage that it is able to hold a lightsaber or other small item within its folds.

Force Robe Crafting requires that the Force user has use of a Crafting Kit and a Robe item, sold at any Shop across the galaxy. Using the Force, the simple Robe can be strengthened and imbued with the capability to act as a more powerful symbol of the Force user's status and abilities.

There are 18 different Force Powers available only to a Force user. Each has a power value ranging from 0 (no skill / can't use this power) to 5 (maximum skill). All Force powers are categorized as Light Side, Dark Side, or Neutral. Any Force user can learn any of these powers regardless of their Force Meter, but the effectiveness of the power might be hindered.

All Force powers that have an alignment (Light/Dark) get stronger or weaker depending on the Force-sensitive individual's alignment. This means that if an individual is using a Dark side-aligned power, that power gets stronger the more dedicated the individual is to also being Dark side-aligned. Conversely, if that same individual were to use a Light side-aligned power while being aligned to the Dark side, that power would be weaker than if a Light side-focused individual used it.

Equations
--- Meter Change ---
meter = The characters force meter
Alpha = Force Alpha

Light Side:
mod = (meter * Alpha)/(20*2)

Dark Side:
mod = -1 * (meter * Alpha)/(20*2)

Neutral:
mod = 0

Any power that acts automatically can be toggled on or off by the Jedi, so the power will act automatically only when the Jedi wishes it to be active, and/or while they have enough Force Points to use it. When a passive power is toggled, a 30-minute timer starts before you can remove the passive power. The power will consume Force Points when activated and again every time it reaches its cooldown period.

Force powers can be affected by wearing too much armour or having cybernetic implants installed, as these can impede the natural connection that a Force user has with the surrounding environment. Heavily armored suits might restrict movement and diminish the user's sensitivity to the Force, potentially delaying reaction times and reducing the effectiveness of their abilities. Similarly, cybernetic implants, while beneficial in enhancing physical capabilities or replacing lost limbs, might disrupt the body's innate energy fields, making it more difficult for a Force user to fully attune themselves with the Force.

8.4.1/ Armour

A Force User's alpha is directly affected once enough armour is worn by the Force user. Once the armor points exceed the value of 12, the Force User's Alpha will be reduced by 1% for each point over 12.

Example
A Jedi has a base Alpha of 80% and is wearing Battle Armor with an Armor Point (AP) value of 10. Since the Battle Armor's AP is under 12, there is no effect on the Jedi's Alpha. The Jedi then decides to equip a Tactical Helmet, which adds an additional 5 AP. This brings the total AP to 15. The Jedi's Alpha will now be reduced to 77% because 15 - 12 = 3, meaning the base Alpha is reduced by 3%.

8.4.2/ Cybernetics

Cybernetics cause a direct decrease to both the alpha level and the Force pool of a Force User. The reduction in these values depends on the type and extent of the cybernetics installed. The reduction for each implant is noted on its respective rules page.

All powers that have the ability to cause damage will cause a certain type of damage, such as Physical, Force, Energy, or Explosive. Some powers cause damage of more than one type. Damage is calculated as follows:

Equations
--- Damage Per Target Hit ---
FMModifier = Force meter modifier
Alpha = Force Alpha
firepower = Force Skill Firepower
powerLevel = Force Skill Level

Damage = max(round(((((powerLevel * Alpha) * firepower) * Alpha) + FMModifier)/2),1);

Each Force power has a maximum hit count, which determines the number of entities it can affect at once. For instance, the Force Heal power has a maximum hit count of twelve, which means it can heal up to twelve targets within its range. The maximum hit count of a Force power is influenced by the Force User's Alpha, which refers to their level of power and training in the Force. Only a highly skilled Force User can reach the maximum hit count for any Force power.

Equations
--- Max Hits ---
maxHits = Static hit number from force power table

actualMaxHits = max(round(maxHits * Alpha),1)

All powers use the same equation to determine their FP cost. There are several values used in the equation, but each power has a constant value, 'baseFPCost' or 'Base FP', in the power table below. This value is used to set the minimum cost of the power based on the Force user's proficiency.

Equations
--- Cast Cost ---
FMModifier = Force meter modifier
Alpha = Force Alpha
firepower = Force Power Firepower
powerLevel = Force Power Level
maxHits = Max Hits from Hits Equation

castCost = max(round((-1 * FMModifier + (powerLevel * firepower * maxHits) + (baseFPCost * Alpha)) * Alpha),1)

Many powers except for Combat Powers have the ability to be used multiple times based on their Max Hits equation. Powers that fall into this category use an additional equation to account for the extra uses during their usage.

Equations
castCost = Cast Cost from Above
actualMaxHits = Max Hits from Hits Equation
targeted = Amount Targeted

PerTargetCost = floor((castCost / actualMaxHits)/4)
TotalCost = (castCost + (PerTargetCost * (targeted-1)))

The Force Meter is a critical element in many aspects of Force-related activities, as it indicates the strength and proficiency of a power. The closer the alignment between the user's Force Meter and the power being used, the less Force Points the power will cost and the more effective it will be. The Force Meter can be affected by a range of factors, including completing quests and using Force powers. Each quest will vary in its impact on the Force Meter, with some providing significant boosts while others only offer minor improvements. Using a Force power will also impact the Force Meter, with the amount of change determined by the following equation:

Equations
--- Meter Change ---
FMModifier = Force meter modifier
Alpha = Force Alpha
powerLevel = Force Power Level
actualMaxHits = Max hits using the Max Hits equation

meter_change = max(round(Alpha * (powerLevel + FMModifier + actualMaxHits)),1)

Force powers, define how good your character is at performing various tasks with the Force. The higher the power, the better your character is at performing a certain task, eg. the higher your Force Speed Power, the faster you can move.

On this page, you will find brief definitions of the available Force powers. Force powers are assigned when your character adds Force SP to the power and can be upgraded at the same cost as character skills as your character reaches new Force Levels.

NameImageFirepowerHitsDamage TypeCooldown MinutesBase FPSkill TypeDescription
Force Heal712None120200ActivateHeals up to max hits using the damage equation, applied equally to injured members selected. Brings unconscious members of the party back to 1 HP. Recharge time of 2 hours.
Force Mind Control68Energy (F)120200ActivateCauses the affected entities to be confused for the next combat round or until the timer expires.
Force Stun Droid184Ionic (P)30200CombatThis is a combat power does ionic damage to targets. After it is used, the power goes on cooldown and cannot be used again until the cooldown period has expired.
Force Inspire512None120150ActivateIncreases armor by dividing the damage equation by 10 and applying it to targeted entities. This effect can stack if an entity is targeted multiple times. Recharge time of 2 hours

NameImageFirepowerHitsDamage TypeCooldown MinutesBase FPSkill TypeDescription
Force Lightning712Energy (F)120200CombatCombat power that allows the Force User to direct lightning at a target squad. Once used the power will be on cooldown until it can be used again.
Force Drain Life203Soft (F)12010CombatThis is a combat power that allows the Force User to damage a target while also receiving some of the damage to their own health. After it is used, the power goes on cooldown and cannot be used again until the cooldown period has expired.
Force Dominate64Energy (F)120200ActivateDominate compels the targeted biological entity to attack its own party during the next combat round. This power has a recharge time of 2 hours.
Force Affliction64Physical (F)120200ActivateAffliction attempts to poison targeted enemies. Poison follows the standard rules as if it were applied with a non-critical strike and will not reapply on multiple hits
Force Choke222Soft (F)120250Combat This is a combat power that allows the Force User to damage a target while also having a chance to stun it. After it is used, the power goes on cooldown and cannot be used again until the cooldown period has expired.
Force RageN/AN/AEnergy (F)60200PassiveEnhances the firepower of each party member by a specified value. This effect lasts for one hour after activating Force Rage.

NameImageFirepowerHitsDamage TypeCooldown MinutesBase FPSkill TypeDescription
Force Lightsaber ThrowN/AN/ANone60200PassiveThis power allows the throwing of an equipped lightsaber.
Force DeflectionN/AN/ANone60200PassiveAllows a Jedi to block incoming shots. Toggle it on/off from the force screen
Force SpeedN/AN/ANone60200PassiveAllows the Jedi and their party to move faster across the map. Toggle it on/off from the force screen.
Force Telekinesis152Physical (P)120200CombatThis is a combat power that inflicts damage to targets when used. After it is used, the power goes on cooldown and cannot be used again until the cooldown period has expired.
Lightsaber CombatAlway Active SkillAlway Active SkillAlway Active SkillAlway Active Skill200Always ActiveDetermines the Jedi's skill in wielding their lightsaber offensively and defensively. It is directly comparable to regular weapon skills.
Force DetectionAlway Active SkillAlway Active SkillAlway Active SkillAlway Active Skill200Always ActiveAllows a force user to sense the potential of others to use and manipulate the force. Results are available one hour after starting Force Detection.
Force SightN/AN/ANone60150PassiveEnhances the casting Jedi's sight in a number of applications. Toggle it on/off from the force screen.