The Force

The Force was divided into four aspects: The light side (often referred to as "the Force"), the dark side, the Unifying Force, and the Living Force. The first two aspects were concerned with the moral compass of the Force in its various manifestations. The light side of the Force was the facet aligned with good, benevolence, and healing, while the dark side of the Force was the element aligned with fear, hatred, aggression, and malevolence. The latter two aspects were defined by prominent Jedi philosophies. The Unifying Force essentially embraced space and time in its entirety. The Living Force dealt with the energy of living things. To some Jedi, "The Force was life, and life was the Force." Though the force was categorized in this way, there were no specific abilities or powers that were only usable by a follower of a different path of the Force; the Force partially existed inside the life form that used it, and drew energy from their emotions.

Some beings, especially the Sith, believed that the dark side of the Force was more powerful than the light, though it was possible that the dark side was just more tempting to those who used it (or desired to use it). Others thought of the Force as an entity capable of intelligent thought, almost as a sort of god. Anakin Skywalker, who was believed to have been conceived by the Force itself, gave credit towards the view of the Force as a sentient entity.

Though the Force was thought to flow through every living thing, it could only be harnessed by a minority of beings described as "Force-sensitive". Force-sensitive beings were able to tap into the Force to perform acts of great skill and agility as well as control and shape the world around them. Sometimes this ability was sometimes described as having a strong Force "aura". Some Force-sensitive people who have yet to be discovered, or who have not declared fealty to either the Jedi or the Sith are called Force Adepts.

Force on SWR

If you are interested in becoming a Jedi, you must first meet the following criteria.

1. Your personal roleplaying philosophy must be consent and story based. You must be in it to tell a story above all.
2. You must agree with the overall story dynamic that is typical to Star Wars: The Good Guys lose in the beginning, finally overcoming overwhelming odds and personal tragedy to defeat the Bad Guys. No matter which side you are on, you must be willing to 'lose' at the dramatically appropriate moment.

Thats all. We don't care how long you you've played, who many staff members you know, or how many nominations you get. Jedi are chosen because players want to play jedis. Or siths. Or whatever. All we ask is your background and character profile matches our theme and your willing to RP.

Unlike force users on other games, on SWR a force user is not ultra god powerful. They have pros, and like any class, have cons. It all depends on how they are played. And we feel that the player behind the force user, through story and theatre, can bring forth a powerful character a lot more then stats or code based systems.

All new Jedi characters start out at 2D in all of the relative force skills (Control, Sense, Alter) unless explicitly approved by the Force Wizard. Increases will be handed out as deemed necessary by the Force Wizard as the new apprentice proceeds through his or her training.

You can only have (1) one force user PC on your account at any given time.

Force Policy

SWR may have high expectations for its Force Users, who should be among the best of the best in terms of player quality and RP generation for the game. But we share this philisophy with all players. We want to make sure all players understand that force users get no special perks, no favortism or hand outs. We look for great RP, while allowing our players to play the characters they want to play.

Unlike other games, we do have "gray" force users on SWR. This means that, although you can pick a light side (cotf) or dark side (kor) force user, you can also be gray. This means an indy, a hutt, a resistance pilot or a commander in the First Order. Maybe your even an independent swoop manufacturer that deals with the CSA. Either way, our goal, our MAIN goal of SWR was to allow players to play what they want, without being told what they can or can't play. Of course the PC has to mesh with our theme and plots, but thats the easy part. Although it will not happen with regularity, there is a chance a "gray" force user, or a non-force user, become a force user later on in their lifetimes. This will be a discussion between the player and the Force Team.

Once a player decides they want a force user, they will begin by adapting their existing character or by creating their new one. If you decide to make your PC "learn" the force, your stats will all be reset and you will be required to re-enter chargen (jedi style).

Remember, you can only have one force user per account.

1. Activity. We encourage it. Support it. Welcome it. Is it required? No. If your the faction head of the Knights of Ren? Then yes, activity is required. There are some positions on SWR that require constant presence. Leaders of Factions, business owners etc. But activity to be a force user? Not required.
2. TPs. We encourage it. Is it required. No. All TPs/Plots go through the RP/Theme team.
3. RP quality. Is everyone the best or perfect RPer/storyteller? Most likely not. Are we going to judge you on how well your RP is? No. As long as your having fun, and the people your RPing with are having fun, we are having fun.
4. Cooperate. For Force Users, the game must be more of a cooperatively written story and less of a simulation. With your powers you are able to do more in the IC galaxy than most, an aspect that is easily overdone. Be willing to lose often and make the story about the other players in the scene most of the time. Never powerpose and keep a good OOC rep, even if you're an evil player.
Probationary period: We don't have one.

1. TP and RP coordination. Force users have their own channels and OOC communication methods they can use to coordinate their RP with one another. Additionally, it is the Force Wizard's responsibility to introduce and create some opportunity for Force-related RP for the cadre of players with this focus. Linking your individual plots and character stories can be a great benefit if you will look to the Force Wizard for this type of help. These are suggestions, not requirements. (getting the picture yet?)
2. Skills. Skills are a fairly minor aspect of Force Users, as it relates to the RPG aspect of the game. Force Users should be some of the most willing to lose but also some of the most willing to "risk it" (in regards to consent) on the game. That said, skills are an important way that Force Users can measure their relative strength and to offer other players an idea of their character's power.
2. Skills, continued. Force Users begin at the 2D level in Control, Sense, and Alter. They also have access to a number of powers (see +f/help) that are useful as RP tools. The appropriate use of these powers will be explained as they are awarded to the Force User. Skills are increased by a partnership between the Force Wizard and the player.

There are three levels of Force User, each of the three tiers allowing players to apply their advancement points toward raising their Force skills. There are three Force skills and one special skill. The three skills are Control, Sense, and Alter. Dark Force Users should always be heavy in alter and Light Force Users will always be heavy in control. The Force Team can assist with your skills, and no one power can be more than 1D out of range of the next closest power. Skills cost different amounts of advancement points depending on what level you are in:
Beginner: 2D to 4D 2x regular advancement points
Intermediate: 4D+1 to 8D 1.5x regular advancement points*
Advanced: 8D+1 to 12D 1.25x regular advancement points*
* fractional points are rounded up.

For example, a Jedi in the Beginner range can freely modify their Force powers from their starting 2D level all the way up to 4D. It normally costs the number of advancement points before the "D" to raise a power one pip, but in this category it costs 2x the regular points. To raise Control from 2D to 2D+1 would therefore cost 4 advancement points. A Sith with 9D+2 alter could raise their alter to 10D with 12 (9 pts x 1.25 = 11.25, rounded to 12) advancement points.
Force Users move from category to category by receiving a promotion from the Force Team. Promotions only raise the ceiling for you and don't give you new skill points, just the ability to further them yourself. Your promotion may also include new Force powers (not skills) that will be explained at the time of the promotion.
The final Force power is Lightsaber. This includes in-theme light weapons (staves, etc.) as well as traditional lightsabers. Lightsaber is a Force related skill but begins at the same level as your Dex skill. Its ceiling, however, is determined by your Sense skill, and will not be increased more than 2D past Sense without a good reason. It is increased at the same rate as the other powers at the cost explained in the above chart. Past 12D advancement points are spent at a 1x ratio. The construction and possession of the lightsaber itself is a Force Team discussion and must meet your background and storyline. But hey, if you really want a lightsaber, and it fits, we will make sure you get one.
If you lose, retire or resign your Force powers without losing your character (for whatever reason) you are eligible for refund of the advancement points you earned and spent on your powers. You aren't eligible to receive a refund of any bonus points.

Force User Death

There is a consentual policy on the MUSH regarding player killing/death which has to be adhered to at all times, whether it's a PC or a Force User. In the same way that a PC cannot be killed simply because someone else wants them dead, a force user cannot be killed simply because someone wants to do it.

Although any member of the RP/Theme team can approve the death of a PC, faction head or someone of that nature, only the Force Wizard or member of the Force Team approve the death of a force user.

The very nature of Force Users often puts them in positions where there is conflict. Dark Jedi in particular are created to cause mischief and mayhem, while certain light jedi are more prone to taking risks in the face of danger than others.

There should be allowances made for a player of a Force User to play their characters true to application and the position they were created for without it encroaching upon the MUSH consent policy regarding their own death (or permanent injury).

In return for being granted the benefit of the doubt, Force Users are expected to behave in a way which does not abuse that trust put in them. Should a Force User behave in a way that one might consider infringing on that trust, the Force Wizard may be contacted and consulted.

Hope is not lost today... it is found

--General Leia Organa