The Force Universality

Zen

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Guild's History:

The Guild's History is new and found of not Many know of it at all. It would seem like a group of Magical users and an opened cult this is not true. It all begun, 89 years ago. When a Feero(OR however you spell it's time. of the Race.) Stood in a deep perk of Woods, with a Group of three men and woman. It would there that the Force Universality would be Played out. It was also Noted by the Man, That was the Feero named Arevan Boyan that nick named it The Mages Guild of the Magical Force. The three men and women, and Arevan spent there days making a plan in how to form this Organization. Days, weeks, Months, and even ten years went by. It seemed odd that this History contains little history of no invest to someone. But in a sense it took them 20 years to make the plan. The group were of Master Level Skill Arevan was the strongest of them, And it took them 60 years making the enclaves seven of them, for each Guild Hall. Still unfinished to this day. And Nine years to make a Fort that is still unfinished to this Day For the Higher ranking members. The point of this Origin was to was to make a Faction unlike the rest, while containing the member of people, Lessen by the Roster. When it begun The Group Voted on Arevan as the Archmage of the Guild(Grandmaster of the Faction in other words.) And to use it's Talents for the greater good. In the Faction, They had no Idea who were foe or ally, Who were Jedi, Bogan, Hutt, Shade, And the Republic. They only knew of Grey Jedi, bounty hunters, Mercerizes, and Necromancers(In other words evil Jedi.)

The Present History has not yet been Made. But we are of lack of higher ranking Mages we only Have two Master Level people.(NPCs.) That go around the planets for each of the Enclave to teach the young ones the Knowledge about the Force. It will be updated regularly the history.
 
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Zen

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Guild's Ranks:


* 1. Associate: Are the Hopeful Level Characters that are sent around the Planet, to study,learn, Gain Knowledge, and learn about the force. They know very little about Force using, showing signs of basic Sense, And Telekinesis. Ranging from Ages 3-6 Before being promoted.

* 2. Apprentice: Are High Hopeful Level level characters. Ranging from Ages 6-13, Are trained in the basic force training, more studies, learning,the Knowing the basics of the 7 of the Schools, And begin learning two different tongues of different races.

* 3. Journeyman: Are Padawan Level Characters ranging from 13-18, they are trained by the Higher up members, In One of there selected schools, Very basic to none lightsaber combat, Focused half there training in the force, Learn four more different tongues.

* 4. Evoker: Are Low Knight Level Characters Ranging from ages 18-21 They are trained, Mostly on the force, Studies,Learning, And perfecting there Other tongues.

* 5. Conjurer: Are Medium Leveled Knight Leveled Characters ranging from ages 21-27. They are introductions, To the basics of the darkside and how it is an evil God that must be killed. Or the Planets will die out. Basic Lightsaber combat, And Perfecting and learning about the force.

* 6. Magician: Are High Level Knight characters ranging from Ages 27-38. There training are mostly focused on because they are to begun the Next generations of Master that The Arch-Mage will train the bulk group himself. They will be learning everything they had learned, two more tongues, A Lightsaber Form there first, Advance lightsaber training, The Hidden Forbidding two schools.

* 7. Warlock: Are Medium Master Level characters ranging from ages 38-60 they are the Main Mass group of trainers That train the Knight and Below level characters. Making sure they are done well before getting there reports on them and there training toward the Arch-Mage.

* 8. Wizard: Is a High Master Level Character ranging from ages 60- Till The Arch-Mage decided if he derisive the Council Table. The Job of the Wizard, is a troublesome job. He handles all the Paper work,Missions, Jobs,Treaties, Enemies, Allies, War, And then Reports them to the Arch-Mage for His Approval to be submitted then gives it back, and to send them out.

* 9. Master Wizard: Are Council level Characters, There is a max of only 8 Council Members at all times. Ranging from ages 70- to there life, Untill the Arch-Mage Dies of old age then a Sequencer will be choose by the vote of the whole Roster. There jobs is simple, do nothing but Meet up with Ancient Leaders.

* 10. Arch-Mage: Arevan is the current Arch-Mage He is 98 years of age. His Job is to Oversee everything in one day without a break. And barely sleeps. If He were to die of old age. Then The Roster decides, not the Council but the roster Decides on there new Grandmaster. One of 8 council members will Become the Arch-Mage only the Roster decides, The Council Have no right or Say in this. If he were to be Killed, then simple the Wizard becomes the Automatic Arch-Mage.
 
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Zen

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In need of one More Character. And hopefully this will be approved. By Lavi.


Guild Roster:

10. Arch-Mage:
Arevan Boyan
9. Master Wizard:

8. Wizard:

Revered for Hakim's Character

7. Warlock:
Naria Midiukan
6. Magician:

5. Conjurer:

4. Evoker:

3. Journeyman:

2. Apprentice:

1. Associate:
 
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Zen

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Guild Schools:







2. Alchemy:
Alchemy is a sub class school allowable for all Master Level Characters as a study group it's main focus is gathering herbs and Brewing them.



3. Illusion: Illusion is the Manipulation of the Person's mind brain. It focuses on making an enemy or person your ally or Enemy, Making them help you fight during battle.(Npcs oblivious.) Or run and call for help.

Notable Spells: Force Illusion, Force Persuasion, Force Projection, Mind Control, Mind Trick,



4. Restoration: The Second and most hard School to perfect and Master, yet only Perform, this school focuses mainly only on Healing, and helping others as well as yourself.

Notable Spells: Force Heal, Art of the Small, Force Valor.



5. Conjuration:
Is the Forbidden School. Focuses on Gathering the force and summoning an Energy Type Rock,Ice, Or Fire armor on yourself Harming not only yourself but the enshrinement.This School is forbidden to all, even the Arch-Mage he passed the Law for no one to openly use it. If anyone wishes to Study this school. They must get permission from only the Arch-Mage. And there's a 99.99% he will say Hell No!

Notable Council Level Spells: None Yet.


6. Destruction: Is the most Dangerous and Hardest School to master and perfect. Using the force to Manipulation the elements. Only one person had mastered this School and it is The Arch-Mage.

Notable Spells: None at this point. They will be introduction once the Arch-Mage puts the weakest spells He had master, into order before this school is Allowed. To be studied.



7. Mysticism:

Not much is known about this but it focuses on Manipulation.

Notable spells so far: Telekinesis

8. Necromancy (Dark side of the Force): Is the Evil Magic that has been banned from the Guild ever since it was Made. No one in the guild openly participles.
 
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Zen

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Npcs Numbers:

Main Base: Contains of Limitless sleeping supplies for it's room, the base is still a work in progress meaning it is still in need of building.Few Books, Arch Mage's Quarters only for him Unless he asked for someone else to come. A Council table for His 8 Council Members, And the Wizard at times, as well as himself. Food, Herb, Computer room, Weapon equipment, For the NPCS. ranging from a bulk of Hand Guns, Light Machine guns, Shotguns, Snipers(Are limited.), Gen rages, Smoke Bombs, Ammo is limited.

The Base is guarded by 100 (Until LAvi decides)Heavily Armed men and women with Slugthrowers. Three Snipers, And the rest, Are Guard men having Shotguns, Handguns, and Light machine Guns, And Smoke bombs.

The Seven Work in progress Enclaves, Have there Placed sleeping places Limited, Food, And water. There main limitless supply is the Books, and Training.

Each of the seven hidden enclaves have a max number of 25 Hand Gun Slicers, and two snipers. To guard the Place. Ammo is limited.


Ship: One Medium sized vessel. Containing no missiles, But bulk and army, and defense.Shields for proctor(Bloody spell check) Capable of hyperspace.

20 Medium sized Fighters. capable of containing a group. Now weapons on it. Radically super fast ship. No Shield energize from attackers.

Jungle Planet:

Has Seven Different hidden enclaves, A One Main Base Fort for the Base, All hidden.And well guarded.

Mages Staff: Obtained only When you are a Journeymen. Nothing special about it. Aside that it helps you gentian The Force into and use it as a Spell(Force technique.) And Better training, of the manipulation arts.
 
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Zen

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Rules and Training/ Proper meaning of the Guild: Reversed. I will finish this tomorrow Once I wake up tomorrow morning at nine am if I am Not cleaning my room.

Guild Rules:

Everyone Apprentice and Up must wear there rank Clothing. No matter what reason it is.
Everyone Much carry one Blue Lightsaber, with the same Crystal.
When in the Seven Enclaves they are only allowed to speak in telepathy.
Once in the Main Base Fort, they are only allowed to speak sign language or Normal tongue.

Training Rules:
Master's Must at all times, spend there time with the Associate Characters teaching them, the History,The Force knowledge, Worlds, Plants, Herbs, and so forth. Once Under going an Apprentice Training. In there studies they must be well properer, On the person any form of Rudeness towards the Appointee by the Master, will be Warned Once, then Exiled Permanent, If they come back Killed on Sight. The Young Must enjoy there youth they are learning, the Master's must already know better not to try and make a point to insult the intelligent of the Student. The Training must be Done, Detailed. 100 Posts. Fully Detailed and renewed by the Council Member then Sent towards the Arch-Mage for finally discussion, any form of Undersealed training Post. Such as one liner or 4 lines every time will not be totaled. And will be denied at first hand.(Grammar and spelling errors don't count. So don't worry. Not everyone perfect in spelling or grammar. Some are still learning like me.) And be told too ope in front of the Arch-Mage icly, in him telling you what to improve.(Which would be ic matters.)

Everyday Rules: Everyone must treat each other Nicely.
 
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Brand

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I'd tone down the ranks. You don't need so many, and things like 'Middle Knight level,' 'High Master level', probably aren't necessary.
 

Zen

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I'd tone down the ranks. You don't need so many, and things like 'Middle Knight level,' 'High Master level', probably aren't necessary.

I'll see what I can do. Now back to finishing the schools and moving on to rules.
 

Lavi

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You should look around on Wookieepedia more for the terms that you stated you are uncertain of. I just used google on "ferro star wars" and found the actual species name. The "ice balls" you mentioned are cyroban grenades. Since their earliest appearance was in KOTOR, I would say that these grenades are not yet weaponized, if they even existed at this time, so I would prefer that you do not have such weapons.

I personally don't like your "alteration" focus for a starting indy faction. This should be removed.

Why are NPCs oblivious to illusions? I don't understand this bit. Also, 1000 military personnel is too many. Wayyy too many.

"Force alchemy" was exclusively a Sith thing. Sith do not exist at this time, so this field cannot exist.

I also don't understand why the dark side of the Force is considered necromancy. It doesn't do anything involving raising and manipulating the dead.

You have too many fighters to start out. Reduce the number of fighters. They also cannot have hyperspace capability. I also don't really understand what you mean by "barriers" on your medium-sized ship. Please explain.

You mention a council several times, but never actually talk about it. I had to actively look through your description to find out that this faction's council consists of two members. That isn't a council: there are too few individuals involved for it to actually be a council. I suggest you decide on a different term for it, or adjust the council's size so that it fits what it is called.

And this faction obviously needs members to be considered for approval.
 
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Zen

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You should look around on Wookieepedia more for the terms that you stated you are uncertain of. I just used google on "ferro star wars" and found the actual species name. The "ice balls" you mentioned are cyroban grenades. Since their earliest appearance was in KOTOR, I would say that these grenades are not yet weaponized, if they even existed at this time, so I would prefer that you do not have such weapons.

Thanks, And Cyroban Grenades, I believe one of Jaing character's has one if I am Mistaken, Either way. Cyroban will be removed from this thing, After I answer.


I personally don't like your "alteration" focus for a starting indy faction. This should be removed.

Will, be done.


Why are NPCs oblivious to illusions? I don't understand this bit. Also, 1000 military personnel is too many. Wayyy too many.

What I meant by that was, That Npcs can only be mind wiped and controlled, but not PC characters. And would 500 be good for a base to be guarded?

"Force alchemy" was exclusively a Sith thing. Sith do not exist at this time, so this field cannot exist.


Will remove


I also don't understand why the dark side of the Force is considered necromancy. It doesn't do anything involving raising and manipulating the dead.

My the Dark of The Force as the Guilds Calls it as Necromancy, not for the dead but. For how dark and manptive the Dark Side is. Meaning The Mages are the Light Side of the Force, Ic, Jedi. While Necromancers Bogan. Hope this explains it.


You have too many fighters to start out. Reduce the number of fighters. They also cannot have hyperspace capability. I also don't really understand what you mean by "barriers" on your medium-sized ship. Please explain.

Would 50 be decent? And the Barriers are like shields on the Vessel to prevent attacks from harming it.

You mention a council several times, but never actually talk about it. I had to actively look through your description to find out that this faction's council consists of two members. That isn't a council: there are too few individuals involved for it to actually be a council. I suggest you decide on a different term for it, or adjust the council's size so that it fits what it is called.

I'll expand on the Council, Give or Take 4 or 8 Members? Will be good?

And this faction obviously needs members to be considered for approval.

That's my main object, SO please be Patience I should be hoping and asking my friends for three members. So Yeah.

Comments in red, hope this answers some of the question. Now to take out the school, Ice balls, I might need your opinion on how many guards can guard the Main base.
 

Lavi

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If one of Jiang's characters had cyroban grenades, I'm sure you would remember what it was called. However, I haven't been reading Jiang's character profiles.

I would reduce the number of NPCs to 100.

20 fighters, I would say. Why would you say both shields and barriers if they refer to the same thing?

The size of the council is up to you. Just keep in mind that this is an indy faction.
 

Zen

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If one of Jiang's characters had cyroban grenades, I'm sure you would remember what it was called. However, I haven't been reading Jiang's character profiles.

I would reduce the number of NPCs to 100.

20 fighters, I would say. Why would you say both shields and barriers if they refer to the same thing?

The size of the council is up to you. Just keep in mind that this is an indy faction.

Very well. also one last thing, Can the the Minor Enclaves also in need of reducing of NPCs to 27 each? And I am just gonna say shields. And Now anything else? Or can I get the Members hopefully once I pm them and they say yes. And once they make the character pm you? For the Approval.Just give me some time to get the members.
 
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