In order to keep Character's from being All-powerful each Force Sensative Character Will have at least one Flaw. This Flaw will be listed on that Character's Homepage and constantly used in the RP.
If each character has at least one flaw that helps define their inner being then by RPing them they will never be all-powerful. If people are confused and having a hard time with this they are urged to contact the Game Masters for help.
For instance, Yorr Ringoson has a number of flaws - Guilt: He feels incredibly guilty for things that he did while an Imperial Royal Guard. All IRG's were relatively untrained Force Sensitives, therefore very easy for the Emperor to control. Yorr feels terrible over various acts of violence he committed during this time. He has a deep-seated fear/guilt and wonders just how many of those acts he was forced to commit and how many he committed willingly. He is also unsure of his proper place in the Force Wielding Community.
Each Force Sensitive Character that actively chooses tutelage must choose a Life Path. This is important. Each branch/Sect will offer various jobs/castes/positions to students (healer, teacher, Battle Master, scholar, philospoher, etc.) In order to know what skills/spells to learn, a student must decide on where they want to go in their life. This should be accomplished by that student working with their teacher. This is so both Players know what is going on.
Aing-Tii Monks Dark Side Dathomirian Light Side Fallanassi Haoliian Jei Krath |
Light Side Nightsisters Relmus Mage Imperial Royal Guard Sith Su'th |
Personal growth is something that all Force Sensitive Characters who are actively trying to enlarge their relationship with the Force must deal with. Each branch/sect has their own "learning arrangement". By joining a branch/sect the student has agreed to live by those rules as long as they are studying. Personal Growth happens by the character learning more skills/spells and increasing their ability to deal with the Force.
Each branch/sect has distinct advantages and disadvantages. These will be listed on the main Force page as well as on the various branch/sect pages. The characters in a branch/sect will RP these advantages and disadvantages. By joing a sect/branch they have agreed to do this.
There is an Alignment chart for the SWURPC. This is optional for Players to use. However, if a Player chooses to use alignments in helping to define their character they will notice a separate list with the Alignments chart that outlines the "types" of Force Users and the alignments they are limited to.
Artifacts will be created by the Game Masters. They alone have the power to do this. They will always be open to suggestions from Players on different types of Artifacts. By doing it this way, no Player will become powerful by gaining tons of artifacts. Artifacts, once created, will be spread across the SWURPC galaxy. Only by RPing a search will they be discovered.
Please remember that one of the ideas that make up the foundation of the SWURPC is creativity. Please feel free to develop new sects of Force Users.
For instance, who is to say that somewhere on Dathomir there is not a group that only deals with Nature. The struggle between Witches and Sisters is no conern to them. Maybe they deal with bettering their relationship with Nature.
Another example, Perhaps a Light Jedi starts a "Healing Sect", a group that only deals with the healing arts.
If you are interested in doing this please contact the Game Masters for their help.
Every Force user will face situations which will test their loyalty and commitment to their chosen path. Some will fail these tests and radically alter their life path.
Players will undoubtably encounter such situations and will have to decide how to have their Character react. The Game Masters will watch to see how Characters react to these situations.
If a Character reacts in a way that defies their present training, then the Character will have started down a new path. The Game Masters will then alert the Player and after three more such occurances, will declare that the Character in question has turned.
For example, if Khory--a Light side Jedi Knight--is in a B-wing fight with a group of TIE fighters, and she takes pleasure in making kills, the Game Masters will contact her and let her know that she has begun down the dark path.
If Khory continues to kill and continues finding pleasure in it, three more times, then the Game Masters will contact her and tell her she is now a dark sider.
Or, if Iolus--a Dark side Master--begins taking pity on those he hurts and uses his powers to heal them, then the Game Masters will contact him and let him know that he is turning away from the dark side.
If Iolus continues to feel pity for others and do whatever he is capable of to help them, three more times, then the Game Masters will tell him that he has completely turned from the dark side and is now leading a path in the light side.
Sansweet's Star Wars Encyclopedia has a complete description of the Force can be found here.
There are many ideas of what the Force means for the Star Wars universe and many theories surround the inclusion and importance of midi-chlorians. The following link is the undisputed, set definition for the Force for members of the SWURPC to use as general player knowledge. http://geocities.datacellar.net/sfgg_gm/Force/Force.html This definition includes a link to the definition concerning midi-chlorians.
Since the Force is produced by the interaction of midi-chlorians and the living beings they inhabit, it has been found by the Game Masters of the SWURPC that the ysalamari effect has to have a better explanation than given by Sansweet. Therefore, players can find this information at http://geocities.com/sfgg_gm/Force_Anomalies/Ysalamari.html.
Each group will have its own listing of skills, but the SWURPC also has a complete Force User's Skills List from which to gain an understanding of the sorts of skills that are considered acceptable within the SWURPC. Click here for the list.