#760 Officers demand respect in all walks of life, never settling for anything less. They are some of the best at what they do, not a simple clone like most Stormtroopers. Officers are available as a Secondary Subguild to stormtroopers only, and so only can be trained to level 40. Skills available to Officers: Skill Level Learned ------- --------------- Group Tactics 22 Lead From The Rear 25 Order Fire 30 Cordon 35 Group Advance 40 Note: The master for this guild is Grand Admiral Thrawn. See Also: Stormtrooper ~ #761 usage: power This command will give you an overview of how the various factions are doing in terms of the Galactic struggle for supremacy. Depending on a faction's power, it can seriously affect the cost of their member's abilities. See Also: Faction Outpost ~ #763 Playerkilling and Alternate Characters 1. PK'ing characters you know to be alts of one player is jerk behavior. 2. PK'ing with one of your alts on behalf of another is multiplay. If you feel you are being killed in a jerky way across your alts, make the killer aware which characters are your alts, and save logs if the PK'ing continues. If you are aware that two characters are alts of each other, then killing them both within a 24 hour period constitutes jerk behavior, and serial killing them outside of the 24 hour period also constitutes jerk behavior. Inversely, using one of your alts to PK on behalf of another is multiplay. See Also: Multiplay Pkilling Jerk Rules ~ #765 In most roleplaying games, die rolls required by the system are given in the form of 'XdY'. This is where X and Y are variables separated by the letter 'd', which stands for die or dice. The formula to find your weapon average is: ((x * y) + x)/ 2 Example: Damage Dice is '3D3' for an average per-round damage of 6.0 Example: Some common dice and their average values: NumDice Size Average 4 4 10 5 4 12.5 3 5 9 6 5 18 4 5 12 5 5 15 See Also: Combat Weapons ~ #766 'random' will roll a random number and display it to the room. This is useful for making unbiased choices in a group. Like who will get that sweet loot that just dropped, or who's going to test to see if that room is a DT or not. default roll is from 1 to 100. example: random (no arguments) defaults to a roll from 1 to 100. random [high_val] roll from 1 to high_val random [low_val] [high_val] Rolls from low_val to high_val Ex: random You roll: 42 (1 to 100) random 10 25 You roll: 22 (10 to 25) ~ #767 Pirate Level 100 Usage: automatic Using this ability, highly skilled Pirates can fluctuate the powergrid of their ship to dangerous, if controlled levels. The power is focused into one of the special systems on the ship, granting that system a combative benefit. After a fluctuation, no further flux will occur for several rounds. Special Systems that can be Fluctuated --------------------------------------- Ion Cannons - Increased target lag if fired within 5 rounds Proton Torpedoes - Increased damage if fired within 5 rounds Conc Missiles - Increased damage if fired within 5 rounds Tractor Beam - Evade enemy attacks for short duration as you slingshot Cloak - Evade enemy attacks for short duration with quick cloaks Cargo - Intercept enemy attacks for short duration with cargo junk Verpine - Increased Verpine protection for short duration Quantum - Increased Quantum protection for short duration Aug Cannons - Additional attacks occur when this system is fluxed Astromech - Droid goes wild and heals hull damage immediately Biomech Armor - Armor heals hull damage immediately ECM - Will reduce the cooldown time of an ECM system currently cooling See Also: Pirate ~ #768 Skill Point Skill Cost: 7sp Usage: sew With sew, you can create some of your own items and clothing. Sewn Items Level Keyword ---------- ----- ------- pouch 1 pouch pants 1 pants shirt 1 shirt dress 25 dress gloves 35 gloves hat 35 hat satchel 45 satchel bag 55 bag sleeping bag 60 sleeping purse 65 purse backpack 75 backpack tent 75 tent See Also: Skill points ~ #769 Consular Level 80 Sentinel Level 95 Usage: conc 'healing trance' This skill represents the ultimate in Jedi healing abilities. By focusing inward with the Force, a Jedi greatly increases the natural healing ability they possess. However due to the nature of the power, it can only be used effectively on the individual casting it. Note: The skill takes great concentration. A Jedi will need time before they are able to attempt casting it again. See Also: Consular Sentinel ~