#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
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#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
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#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
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#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
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#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)
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#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
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#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
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#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
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