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‡†
Rebirth: The Awakening
†‡
Welcome,
There are choices you make in life that
you often wish you could get back. Things happen and a person acts on the fly to
bring on a bad result, or a long and drawn out decision turns out to be the
wrong one. Over periods of time, there can be a string of mistakes that lead to one colossal
one. That, my friends is where we are. Over the past two years, I have made more
mistakes than I care to imagine. Every small thing I spent my time on, every
eruption that caused a distraction, every time I went to IRC instead of pulling
up my editor was a mistake. Letting this project go this long was a mistake.
Project Rebirth should have been done by now!
I don't like to make excuses, and even
less do I like to regret the past. The time that we have used for other things
in this organization may have been well spent, and it may have been spent
poorly. That no longer matters. That is time we cannot get back. Hindsight is
20/20, but now we must do our best to keep perfect vision for the future. Unlike
when we started, we now know the extent that this project will go. We know the
requirements. We know the workers. We know the pitfalls. The only thing that
hasn't changed is the fact that we know Rebirth will impact the online community
in a big way.
That's the goal isn't it? We're here
because in some great way, this club has changed our lives. I personally want to
spread this organization to others, and give those within the experience that I
could have only dreamed of when I joined. What better thing is there than to
take everything we love to do in life and combine it into one thing? Star Wars,
gaming, talking to friends, being leaders, writing, coding, winning, getting
awarded. The Brotherhood offers it all, and yet with Rebirth we could offer so
much more! In my vision, this organization will be the perfect mesh of fiction
and reality. Rebirth is the first step toward that goal.
When I wrote the first introduction to
this vision, I talked about service. I said that "the higher ranked you are, the
more people you serve; not the more people that serve you." In the last two
years, I have found that, unlike the EH, we don't have a problem there. The
Brotherhood is built on serving from your position. What we have failed at, is
serving in the right way. As leaders, we all get caught up in the day to day
affairs so much that we miss the big picture. We work so much on the smaller
things that we never get a chance to keep the big guns rolling. Today, my
friends, that changes! As you can see, I have titled this document "Rebirth: The
Awakening." That title is to symbolize what I want this document to lead to: an
unending devotion to this project. From every position of the Brotherhood, the
number one goal must be the completion of all aspects of this project!
As Grand Master I will lead the way. I
will delve into the project head first and pull everyone else in with me. With
every decision we make, we are going to need to look into whether we are helping
our ultimate goals. We must no longer waste time. We must no longer quarrel
amongst ourselves. We must no longer take priority for projects that mean
nothing in the long term. We will get organized, get a schedule, get motivated
and then stick to it. No more excuses. Rebirth will be completed this summer!
The leaders of this club must be awakened
to realize that we are not invulnerable. Unless we work for security now through
Rebirth, the club will not last through the years. We've lasted almost a decade.
I want to die a Grand Master.
So join me Brothers and Sisters in a
mission that will be the Rebirth of this club. Awaken and get to work!
- Jac
Cotelin -
‡† Table of Contents
†‡
- Classified Information
- Goals of Project: Rebirth
- Process of Project: Rebirth
- Operation: Overhaul
- Operation: Orderless
- Operation: Prestige
- Operation: Infinite Depth
- Operation: Credits
- Operation: Armory
- Operation: Force Powers Improvement
- Operation: Games of War
- Operation: Manuals
‡† Section
I - Classified Information †‡
Many details of this project
have already been given out in one way or another. However, this document itself
should remain behind closed doors. Any information about the project should also
only be communicated through appropriate channels.
Members who willfully violate these
requirements will find themselves no longer working on this project, and facing
a demotion.
‡†
Section II - Goals of Project: Rebirth †‡
The goals of Project:
Rebirth are vast and general in nature. They will be achieved only through
completing every phase of the project and even then it will only provide a means
to an end. There are many misconceptions of what these goals entail. Many people
think that this project is a website. Rightly so, in some respects. The website
is a giant part of this project, however, there are other aspects of this
project that do not revolve around the site. Many are complete, but there are
many more that need to be finished. Everyone can contribute to these tasks.
The following are some of
the old goals, as well as a few new ones.
-
Goal 1: Set ourselves apart from our
past
The Dark Jedi Brotherhood must
strike out in a new direction to create an individual and unique internet
community experience, while retaining the legacy of the Brotherhood's history
-
Goal 2: Provide a new level of rewards
and recognition
Project: Rebirth will allow for the
eventual use of different methods to award and recognize people in this club.
This is outlined more throughout the proposal. Furthermore, and perhaps more
importantly, Project: Rebirth will give new meaning to the awards that are
currently at use. These awards will no longer just be something that is tacked
onto an ID line and forgotten. They will each serve to enhance the experience
that a person has.
-
Goal 3: Increase the uniqueness and
individuality of every character in the Dark Brotherhood
For too long, members of the DB
have been simply defined by a pre-determined set of variables that reside in
their dossier. Project: Rebirth’s intent is to expand greatly on the amount of
freedom a person can have with their character. Characters will have skills
and attributes that will be used not only in fiction but in database-driven
competitions as well.
-
Goal 4: Provide further options for
competitions
The Dark Brotherhood has used up almost all of its innovative
potential on many forms of competition. There is very little that will attract
new participation and the like. The capacity for differences between
competitions will need to change using Project: Rebirth. The leaders of the
brotherhood will be given a completely new way of running comps and it should
prove vital to the success of the DB. We should be hearing the members say
that there are more than enough competitions, while still keeping the
excitement and anticipation that come along with vendettas.
-
Goal 5: Enhance the organizational
structure
While the database currently
running the Dark Brotherhood is amazing, it is far from perfect. The ability
to do what we need to do is there, but the complete functionality for a
multi-faceted organization is not present. The changes that are to be made in
Project: Rebirth will require a re-work of almost all components.
Furthermore, the general structure of the DB needs to change
to one more conducive to what we want. This may include changes in the clan
structure and dark council structure.
-
Goal 6: Facilitate true growth
The ultimate goal of Project:
Rebirth is to facilitate true growth of the Brotherhood. We must create a
system that draws people in and keeps them here, as to secure the stability of
the Dark Brotherhood for years to come.
-
Goal 7: Improve the online experience
The experience of the Brotherhood is great, but there are
many things that can be done to improve it. Rebirth will focus on a lot of
small things at first and make way for great expansions into the future.
-
Goal 8: Follow the Mission and Vision of
the Brotherhood
The Dark Jedi Brotherhood will set the standard of integrity,
intellect, and achievement for our members, allies, and the online communities
in which we reside, providing the highest forms of entertainment value, social
interaction, and fun.
‡†
Section III - Process of Project: Rebirth
†‡
There has never really been a
process to the project, a point that has caused a lot of the failure. However,
Organization is needed if all of the Councilors, Consuls and Proconsuls are
going to take part. The Grand Master will be the lead facilitator of the project
and will be handing out jobs to the team. To coordinate this, the Grand Master
will do the following:
-
Create a task list of what
has been done and what needs to be done.
-
Assign jobs to all members
from those needing work on the task list
-
Prioritize and set timetables
for each job
-
Create and update a calendar
with the tasks on it
-
Give feedback and suggestions
in a timely and organized fashion.
The Grand Master will complete
a weekly internal report to communicate the progress of each project. The
members will be required to update the GM regularly on the status of their
projects. All updates should be made through email to keep a record.
‡†
Section IV - Operation: Overhaul
†‡
The Dark Brotherhood website is a
fantastic work for what the Brotherhood is currently, but unfortunately, it is
the limitations of the website that limit the club as a whole.
The Dark Brotherhood has grown outside the boundaries originally set by the
designers of the current database. We have hacked and mended the files in the
website to suit our needs, each time pushing the site further toward the end. It
is imperative to the stability of the DB that the website work, be easily
navigated both from the internet and in the code, and be updatable by a variety
of people. The position of SCL provides for a great asset to the DB, but the
work of what is to come with Project: Rebirth will be too much for one or even
two people to handle. Furthermore, it will be too much for our current database
structure to handle.
The way we must look at Project: Rebirth
is just that; look at the DB as if we were being born again. What would we do
differently with the structure of the website and database had we known then
what we know now? There are many things that come to mind, detailed as
requirements below. Many more things I am sure can be added to that list.
Operation: Overhaul has
progressed very far since the beginning, but is the main focus for the coming
months still. Currently, we have done the following:
-
Created a wish list for the new
website using member and DC suggestions
-
Created a requirements document
from that wish list
-
Finished the initial design of
the new website
-
Created a database design
document for the site
-
Created the database for the
site
-
Wrote a convert script to bring
the data in from the old database
-
Completed the build of the
background functionality of the site
-
Began coding on the major
systems of the administrative backend.
-
Created a documentation center
This list is not long, but it
amounts to a lot of work. The toils of Cybey, Jam3z and Jac have been tremendous
already, yet there is still much more to do. Aerick will be joining the group as
the fourth member of the Fantastic Four. Together we will pound out the rest of
the code to get the website overhaul finished.
An important aspect that we must remember
is that the current website is on a moratorium for new development. That means
that no DCer is getting their projects done that need any site design.
A list of some main requirements for the site has
been compiled with details below:
-
Requirement: Hush Hush
A project that has been conceptualized by myself and Lord
Khyron and worked on by Trev is what has been dubbed Project: Hush Hush. The
purpose of Project: Hush Hush is to create an atmosphere in the Dark Brotherhood
in which promotions and award recognition have a meaning to them.
Currently, a member who is rewarded or promoted receives a
database-esque email that informs them of the event. These emails are artificial
looking and lack substance that can make a member feel the excitement of a
recognition. This is a facet of the DB that can be greatly improved upon with
little effort.
Project: Hush Hush contends this flagrant disregard of better
proceedings in two ways. First, Jedi will no longer be informed of medal awards
or rank elevations simply through email; rather, they will be informed when they
log into the Dark Brotherhood website. Upon receiving a promotion or medal, the
database will send an email to the member that simply says "You have a message
waiting for you at djb.org. Please log in to view it." Upon logging in, members
will see the second part of Project: Hush Hush. With every promotion and medal a
piece of fiction written in second person will be displayed. This fiction will
dictate the events of their promotion or reward. This will be a system of
theme-carrying rituals that are known only to members who are of the rank to see
them. A new ritual has been written by Trev for every rank, and these will be
used to stimulate the fictional side of the Brotherhood. Members will be more
surprised at the events that transpire, and will be more willing to work so they
can continue the story that starts with their first Apprentice ritual.
It has been suggested that in order to facilitate the
creation of this system, a Private Message system be placed in the website
backend. This is something to be considered by the members of Operation:
Overhaul
-
Requirement: Multiple Confirms
A small problem that can be resolved with the rebuilding of
the database is the handling of promotions and medal awards that go beyond the
approval ability level of the CHAN and MAA. These medals and promotions always
require GM and/or DGM approval. A system should be added where, guided by the
rules in the DC, additional confirmation is needed by the GM/DGM to approve
promotions and medals.
-
Requirement: Themes
BUILT INTO SITE BACKEND ALREADY
The website layouts have been a great addition to the domain.
Members can currently choose from a variety of layouts, taking the one that
suits them the most. This is something that we should keep in the new site, and
expand upon. members should be given more options for customization. Furthermore
when a member logs in, they should see the website change to pertain to them.
Their clan crest should be displayed and the site should have images that
reflect their order. This will create for a better experience and a feeling of
home.
-
Requirement: Modular Information Portal
BUILT INTO SITE BACKEND ALREADY
The website as of now has no real information on the main
page. A new design will be needed to facilitate the inclusion of more
information on the page, especially when a member is logged in. Members should
never have to dig more than two pages for the information they need. This will
likely require the merging of several sites, including the Shadow Academy, the
order sites and maybe even clan websites. The more cohesive and full djb.org is,
the better. However, members should also have the ability to "turn off" the
display of information that doesn't pertain to them. In this I suggest we move
to a modular website that has the ability to show different things for different
people. For an example of what this could look like go to
http://www.darkjedibrotherhood.org/dbjedi/dgm/modular.gif
-
Requirement: Dual Servers
The changes in Project: Rebirth will bring the Dark
Brotherhood to a new age of success in the online community, and with that and
an enemy right around the corner, the DB must think of its safety. Upon
completion of Project: Rebirth, the Dark Brotherhood database and website shall
be running on two servers simultaneously. An emergency procedure must be set up
to switch to the backup server in the least amount of time possible in the event
of a loss.
-
Requirement: Document storage
The new website should be capable of file uploading and
archiving. This will be used for things such as meeting logs and competition
submissions. No longer will members create stories and graphics that simply get
lost on their QUA's hard drive. A library of files, matched with their
competition or subject, will be kept with the DB site, making our records
complete.
-
Requirement: Roster Exporting
A function of the old DB site that was lost somehow was the
ability to export rosters to excel. Is not a hard piece of functionality to
build and should be added.
-
Requirement: Security and
tracking features BUILT INTO SITE BACKEND ALREADY
New security features should be put in place to track logins,
requests and changes to the site. Everything should be logged and filed away.
-
Requirement: Documentation
BUILT INTO SITE BACKEND ALREADY
The most important of all the requirements, documentation is
a complete must for Operation:Overhaul. The files within the website must be
commented thoroughly and the structure and documentation for the site must be
compiled and given to multiple people. In the event that an SCL resigns, this
will lower the learning curve and allow for easier and faster upgrades. The code
in the site should be neat, easy to read and broken into functions and classes
where necessary.
-
Requirement: Enhanced
Competition Approval
Competitions within the Dark Brotherhood have become more
centralized with the recent addition of the Competition approval form, however
the functionality needs to be added to. What we would ideally have is a
all-encompassing form when members could submit a competition, post results, and
award participants all in the same stroke. The competition approval form should
stay basically the same as it is, but an addition should be added that lets
results be added. Competition Leaders should be able to upload the submissions
into the DB Archive, link to the dossiers of all the participants, and have the
database automatically award the winners that were designated by the leader.
From this, reports can be generated that show who participated in what, and
when; members could have a list of what they have done on their dossiers, and
the Dark Council would better be able to gauge activity.
-
Requirement: Member Leave
Members should be able to set their dossiers to "Leave
Status" when they go away for any period of time. this should be tracked in the
database.
-
Requirement: Message Board Integration
Members should be able to access the Message Board using
their DB pin and DB information. An option should be build to allow non-members
the ability to use the Message Boards, but that is not a priority.
-
Requirement: Mailing Lists
BUILT INTO SITE BACKEND ALREADY
The Site should be configured so that
group@darkjedibrotherhood.com
is configured automatically for each unit in the brotherhood.
-
Requirement: Enhanced IRC Client
The IRC client should be based within the same window as
djb.org and should have explanations of the different fields, with easy help
available.
-
Requirement: Enhanced Score Submission
Score Submissions should be allowed for multiple opponents
and opponents in different clubs.
-
Requirement: "Approved
by" fields
All items requiring approval (medals,
promotions, etc.) should document who approved it and on what date.
The following list is
a guide of the system specifications that will be used for the coding.
- Email Guidelines (who things should go to for
anything)
-
GM
-
DGM
-
MAA
-
Member requiring management
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HM if member is ACO or less
-
Every superior of the member
-
MAA
-
Member
-
Every Superior
-
Society leader (CM, CoG, etc.)
-
Member
-
Every Superior
- Process for all special news regarding a member’s
profile.
- Upon receiving a promotion, medal, new position or
the like, members should not be notified of the nature of the event by
email.
- Instead, a mail should be sent informing the member
that they have a message waiting for them on the website.
- Upon logging in, the details of the event should be
displayed. This is where any rituals, if necessary, are displayed
- Members should be able to view these messages at any
date from within a personal archive.
- Rules for all tabular data
- Allow for sorting by different columns
- All large tables should allow for paging
- Members should be able to set tabular paging and
sorting preferences and have them stay
- Members should be able to open essential tables in excel file for
manipulation and printing.
- News
- Displays on first page of the portal
- Short list of most recent news and report items as
a module
- Should display the date in EST time, unless the
member has added a time zone to their dossier, in which case a converted
time should be noted
- Ability to have plain text or to add HTML (should
be set as a default by DC members)
- Number of comments should be shown
- Comments system should be integrated into the
Message Board system. Comments should become threads in a forum locked to
only the comments system. These should count as regular posts toward post
counts.
- Members should have a layout option that lets them
view news by headlines or in the current extended version. Headline news
will be displayed with the news title being a link to display the full
story. This should default to the extended version and saved as default when
changed.
- Reports should show up as news at the appropriate
date and time
- News Archive
- Should have the option of choosing a month or a date
range.
- News Archive should be condensed to display news
titles and authors. This should lead to links to the full stories.
- Should have ability to find news based on position
- Should have ability to find news based on name
- Join Form
- Should ask for Dark Jedi First Name and Surname,
Email address, Order, and the dossier number of their recruiter
- The Join form should check for any banned names,
such as Darth, Luke, Shadow, Vader, etc. It should also check for reserved
names such as registered family and clan names. These should pull from a
database.
- Orders should be explained with a brief paragraph.
Easily referenced material should be available through popups when any order
is clicked.
- Remove Step 3: Brief History
- Instead of asking directly for a parents email, we
need to have a date field that asks for their age. If they submit a date
that puts them under the age of 13, it should ask for their parent's email
address. Parents should be emailed automatically with notification that
their child has joined
- Upon completing the form, and email should be sent
to the new member, MAA, HM, GM, and DGM with confirmation code and
information.
- A page is needed to submit the confirmation and
activate the dossier
- Upon dossier activation, two emails should be sent
to the new member, Ccing the Roster group. The first should have general
dark brotherhood information from the MAA. The second should be Shadow
Academy information from the HM.
- About Page
- More detailed information about activities in the
brotherhood needs to be given.
- A form for contacting the Dark Council with
questions needs to be available from this page.
- The mission and vision should be displayed on this
page.
- Login Page
- Login page should contain the code that lets it
redirect to its referrer. If, for example, someone tries to access someone's
dossier, after the login the member should be brought to the dossier, not
the admin page.
- Should have the option of staying logged in on a
computer indefinitely.
- Layout Options
- Should not be an option to casual visitors
- This should be available to members upon logging
in.
- Cookies should be set to display when not logged
in.
- Options should default based on a person’s unit and
order when there are different templates
- Requests
- The database should be run on a system of requests.
Every thing that is done through the database is a "Request" and should be
subject to request rules.
- Members should be able to view the status of any
request they have pending through the database.
- If a request has been sitting for more than 1 week,
the member should be given the option to renew the request. This will send
out an email to whoever is supposed to be reviewing the request and their
superiors.
- Challenge Request Denial
- If a request is denied, the requester should be
given the option of refuting the denial by sending a reason to the superior
of the person who denied it.
- If the superior agrees, the request will be
processed through their stage.
- If the superior disagrees, the request will be
completely denied. There is no recourse beyond the second denial.
- Recommendation Requests
- All recommendations should require a word count.
For small recommendations a smaller count would be required. The relevant DC
members should have override on this.
- Upon recommendation, the approval should flow through
the chain of command up unto the MAA
- Any superior should have the ability to override
the need for subordinate approval. For example, the MAA can approve any
medal request at any time, but this would not be a default option.
- A FAQ about relevant recommendations should be
readily available from the page. This should bring up the DSC listing of the
item and any FAQs and policies about it that are in place.
- Types
-
Medal
-
Rank Elevation
-
Title
- Other Requests
- Requests needing Approval
-
Name Change
-
Should check for naming violations just like the join form
-
Old names should be stored for reference
-
Email Change
-
Should check for valid email addresses
-
Before changing the address, an unsubscribe mail should be sent
to all unit mailing accounts from the member’s old address
-
After changing the address, a subscribe mail should be sent to
all unit mailing accounts that the member needs to be a part of
-
Units with mailing accounts
-
Clans
-
Houses
-
BattleTeams
-
Dark Council
-
Dark Summit (Dark Council, Consuls, and ProConsuls)
-
Star Chamber
-
Societies (ACC, Guilds, CoG)
-
Order Change
-
Position Appointment
-
Position appointments can come from within other units of the
brotherhood
-
Position Appointments should be approved through the chain of
command
-
Upon approval, the member’s mailing list accounts should be
changed to reflect any unit movement
-
Prestige Effect should be calculated
-
Leaders should be able to swap the person holding a position by filling out a
single form instead of removing the old then adding the new
-
Unit Transfer
-
Should require approval by the destination unit. The Former
unit should be notified
-
Upon approval, the member’s mailing list accounts should be
changed to reflect any unit movement
-
Prestige Effect should be calculated
-
Bans must be able to be put upon some members from rejoining certain clans
-
GoA Request
-
Members should get this ability when they reach GRD
-
o
They should be notified of this new ability
-
This should have the ability to upload crest image
-
HRLD should receive the request for the GoA.
-
HRLD should be able to upload new GoA to dossier and have it
update automatically
-
Upon approval, Prestige Effect should be calculated
-
History Change
-
Force the approver to click on the history before approving it
-
Competition Approval
-
The type of submission to the competition (graphic, fiction,
poem, run-on, etc.) should be chosen
-
Large-scale competitions should be associated with lower
competitions, referred to as events.
-
The number of awards given at the competition end should be
dictated here, as well as the type of award for each placement.
-
Recurrence of competitions over a period of time should be
allowed
-
Approvals should feed directly into the events center.
-
MAA should be allowed to edit competition requests as they come
in for minor changes.
-
People running competitions should be able to log back in and say who won, and
then the database should automatically give out the awards.
-
Submission Approval
- Requests not needing approval
-
Skills Change
-
Games List Change
-
Saber Change
-
Prestige Effect should be calculated
-
Password Change
-
Character Sheet Change
-
New Unactivated members
-
o
The Roster personnel should be able to view new unactivated
members in the following categories
-
Waiting for code confirmation
-
Confirmation not sent after 2 days
-
If the member has sat in the first category for more then 48
hours they move here
-
In this category, the roster personnel has the option of
re-sending the confirmation codes and welcome emails
-
Confirmation re-sent
-
Once the confirmation is re-sent the members move here
-
The roster personnel have the option of deleting a member after
they have been here for 5 days
- Approve Requests
- Requests should be displayed in six categories
-
Waiting for Subordinate approval
-
If a member below the user needs to approve the request, it
shows up in this category.
-
User may have the option in this category of overriding the
need for approval. In that case, the request is moved into their pending request
category.
-
Subordinate Requests Overdue
-
If a subordinate’s request is more than 3 days old, it show up
here
-
User may have the option in this category of overriding the
need for approval. In that case, the request is moved into their pending request
category
-
Requests Pending Action
-
This displays a list of requests that need action from the user
-
Overdue requests
-
This displays a list of requests that have been needing
attention for more than 3 days
-
Waiting for Superior Approval
-
This lists requests that have been approved by the user and are
waiting for superior approval
-
Superior Requests overdue
-
This lists requests that have been approved by the user and
have not been taken care of within 3 days
-
The user can have an option of “reminding the superior about
the request.” This will also alert higher authorities.
- All request pages should work on radio buttons so
that the actions on each request can be taken care of using one submit
- Any request that is tracked on a member’s history
outline should be accordingly added.
- View Approved/Denied Requests
- Administrators should be able to view the requests
that they have previously approved/denied or that have been approved/denied
from their position.
- Administrators should be able to view these
requests by individual, rank, position, unit, day or month
- Notifications
- Members should have the option of receiving
notifications via email as well as the website (website is a must
- Notification types
-
New Administration functionality added
-
Feedback waiting
-
Approvals waiting
- View Competitions
- Members should have the ability to view
competitions by unit, member, position
- Members should be able to view the competitions
they can participate in
- Members should be able to view competitions they
have participated in
- By clicking on a competition, it should show the full
details, including who participated, who won, and have links to the
relevant submission files.
- Submissions
- Members should have the ability to submit to
competitions or to the Dark Voice
- Types of submissions
-
Scores
-
Score submissions should be directed to a competition or event.
-
Should designate platform
-
This should be submitted by the winner of the match
-
Relative forms for each platform should be displayed
-
Score submissions should be available for team matches
-
Text Documents
-
Stories, poems and the like can be submitted to a competition
through the website here.
-
Stories should be restricted to .doc or .txt format.
-
A naming convention for tracking these uploads must be used.
-
Graphics
-
Any graphics should be restricted to .jpg or .gif format
-
All graphics should be resized to be a reasonable file size.
-
Standard naming convention should apply
-
Battles, Levels, Missions
-
All battles should be zipped
-
Should be associated with platform
-
Standard naming convention should apply.
-
Meeting logs
-
Should be .txt format
-
Should be associated with unit
-
Standard naming convention should apply
- Upon submitting, the relative groups in charge of
the competition or event should be notified of the new item.
- View submissions
- Members should be able to view submissions by
member, unit, time, position, rank, competition, or event
- Score records should be kept on dossiers
-
Members should have the option of whether or not this shows up on
their dossier.
- Polls
- Most Recent poll should show up on the main page
- Members should have notification on their main page of
what polls they have available to vote in
- Polls should be available for restriction to Rank,
Unit, Order or Position
- Poll Results
- Scores should be listed right next to the option
caption instead of listing the captions and then the scores.
- Any requirement for voting in the poll should be
listed (for example: Krath Only)
- Send Feedback
- Feedback should work into the message board system
instead of email.
- Members should be able to view previous feedback
- Members should be notified of replies
- Feedback notifications should be sent to the relative
group of members depending on the feedback category selected
-
Notifications should stay present until the member has clicked to read
the feedback, and until someone has replied.
-
General Question
-
Recipients: Dark Council Main Body and Advisors
-
General Feedback
-
Recipients: Dark Council Main Body and Advisors
-
Shadow Academy Question
-
Recipients: Member’s Superiors, HM, DGM, Order Leader, GM
-
Site Enhancement suggestion
-
Recipients: Website Crew, GM
-
Site Bug Report
-
Recipients: Website Crew, GM
- Report Administration
- Allow Members to set a preference that defaults
some HTML or pure HTML
- Remove the need for a password to submit the report
- Upon submissions, a notification should be sent to
the superiors of the person submitting the report.
- The count of the report should be displayed at the
top of the page.
- View Reports
- The members should be able to list reports by
member, unit, position
- Position should be the default
- There should be a list of the most recent reports from
every position
- Calendar
- Calendar should be present as a module in a month
format. Days with events should be highlightable and clickable
- Events should be added mainly through the competition
center and calendar tools
- Recurrence of events should be allowed
- Manual Dossier Administration
- Any administration done through these forms should
be added to history outlines.
- Roll
- A page should be added for roster breakdown where a
person can see on one page the number of members in each unit.
- Dark Council
- Link the descriptions to those in a database for easy
united updates.
- IRC
- Javascript chat program should be more visible
- Statistics
- Statistics on roster updates, medals and such should
be searchable by different characteristics
- In medal statistics, display what the weekly totals
were for each medal (just the ones awarded.)
- Don’t list the reason for medals and promotions unless
a person clicks on the link (popup?)
- Allow for statistics to take a date range.
- Members should be able to view statistics based on a
unit, whereas a QUA can see everything done by his members over a certain
date range.
- Add competitions statistics for approved, denied, unit
etc.
- Chamber of Justice Functionality
-
Holds a Start of Term/End of Term/Conditions of Term space
-
Promotions/Medals for people on Probation should have to go thru the JST.
-
Any member center changes need be approved by CoJ when on probation.
- Lockout Access, the JST (and GM/DGM for that matter)
should be able to lock out someone's access to DJB.org
- Demotion ability
- Remove Medals, access to Remove Medals.
- Jury Selection: Script to randomly select 20 Active
members DJK+, Active meaning in Clan.
- Anonymous Complaint section that allows people to
submit complaints to the CoJ directly.
- IP Tracking: Somewhere log every person's last used
IP, especially important for SA tests.
- New Dossier additions
-
Member should be able to choose from the titles they have been awarded
-
Should fit naming convention
-
Should be sized to fit the website with a reasonable file size
- Member Leave of Absence
- The database should be able to track LoAs of
members
- Members should be able to pass the functionality of
their position on to another member in the case their absence for a period
of more than a week
- Unit Dossier Additions
- Unit banner/logo images
- IRC channel w/direct link to IRC applet
- Unit history
- Shadow Academy Additions
- Automatic SA staff roster based on the EP settings
(ask Kaiann)
- Possibility for multiple choice questions
- Possibility to set long/short answer for exams
(yielding one line entry field vs. larger field)
- Fractional point scoring
- Stats page that shows candidate scores in handy steps
(100%, 95-99, 90-94, ..., 70-74, 65-69, 60-64, 50-59, 40-49, ... 1-9, 0%)
per course
- Honor roll: All 100% scores on a course (public page)
- Different pass levels for different courses
- DB Timeline
- A timeline should be built for DB use
- DGM and GM should have ability to add events to the
timeline
- Order of Battle
- Functionality for carrying the DB order of battle
should be added (RPG stuff?)
‡†
Section V - Operation: Orderless †‡
Largely completed operation.
Most of the houses in the brotherhood have move to orderless structures. What
follows is the original proposal. Please note that we have chosen not to use
Circles as a common entity across the brotherhood.
When Houses and Clans were first introduced to
the Dark Brotherhood, the basic unit of the Dark Brotherhood was the various Battleteams. These Order-specific battleteams made up multi-order Houses.
Clans were a collection of two or more Houses which were ruled by a Consul and
Proconsul. This system allowed the Dark Brotherhood to grow in activity and
strength, providing a tiered structure of reinforced activity. At the lowest
level, each Battleteam was important to its House, as they were the contingent
of members of that Order that the House would field. This made the importance
of Battleteams far more significant. Membrs were introduced to the
responsibilities of leadership at the earlier levels, and they were accustomed
to working with all three orders at the House summit level rather than the clan
summit level.
Today’s system uses a much different version
of the Clan-House system. Clans are made up of 3 Houses, one of each Order,
with up to three Battleteams from a given Order inside each House. This system
massively devalues the worth of a Battleteam. As Houses then become giant units
of a single Order, it becomes the job of the Quaestor to administer the House,
managing every one of the members. While many Quaestors are able to handle this
task, it also creates a disconnect between the membership and the leadership. Rather than working directly with a small number of membership, the Quaestor of
the House has disorganized groups sometimes as large as 26 to work with. The
large number of members creates a distinct possibility for someone to be “lost”
between the cracks. Beyond that, it also limits the possibility of competition
inside a Clan. Since each House is Order-specific, it is nearly impossible to
hold competitions between houses inside a Clan, and due to the fact that Battleteams are largely defunct, they are completely ineffective for holding
competitions except in a very small number of Clans.
It is for that reason I present the beginning
of a restructuring operation that would return, in large part, to the previous
multi-order system used in the Dark Brotherhood. While many are against this
idea for various reasons, I think it is quite clear that it is necessary. One
of the largest problems the Dark Brotherhood currently faces is the near
complete uselessness of the Battleteam unit. This restructuring will place for
focus on a smaller unit of people, increasing the opportunity for leadership
experience within the Dark Brotherhood while simultaneously increasing
communication through all levels of the Dark Brotherhood. It will also be a
conductor for intra-clan competitions that pin house verse house. Furthermore, the word “Battleteam” is disliked throughout the Dark Brotherhood
for its lack of originality. For this reason, as well as hoping to keep a more
“Dark Jedi” feel to the organization, I recommend we rename the Battleteam unit
to Circle.
† Definitions and Structure of Each Unit †
The Circle
The Circle, formerly the
Battleteam, is the basic unit of the Dark Brotherhood. This unit is made up of
members of a single Order. However, each Order-specific Circle has a different
name. First, there is the Sith Flight(More fitting than squadron for reasons
below :P). Second, there is the Obelisk Brigade(possible rename- Phalanx).
Third and final is the Krath Phyle.
Each Circle, regardless of Order, is made up
of a single leader who is in charge of the maintenance of communication between
members, internal competitions, and membership admissions/instruction within the
Circle. The title of this leader varies depending upon the Order for which the
Circle belongs. Leaders of Sith Circles are Commanders, while Obelisk are
Sergeants and Krath are Tetrarchs.
Membership in a Circle provides the base level
of activity throughout the Brotherhood. Ideally, the most competitions in the
Brotherhood are run at the Circle level of structure, ranging from competitions
between Circles, to internal tests of skill and activity. Circles would hold as
many as 10 members, but for a Circle existing with a House (see below), the
‘recommended’ size is 6 members. Due to the nature of the Brotherhood
currently, a flexible size of Circles is necessary as to not leave “the odd man
out.” This means that in certain cases the size of a Circle may be temporarily
increased. However, keep in mind that one does not need to be a member of a
Circle in order to participate in DB-wide Competitions. This allows for an
opportunity for each Circle to set (reasonable) joining requirements of members,
instead of just having the Circle be a place to dump “everyone” in a Clan.
Circles exist in Independent Clans, and in
Houses inside of Clans. Under the structure of an Independent Clan(as detailed
later), the Circle leaders report directly to the Consul. They work with the
Consul to coordinate Clan-wide activities that their Circles can participate
in. However, only one Circle of a given Order can exist within the structure of
an Independent Clan.
The House
The House is the competition unit of the Dark
Brotherhood. Compromised of one Circle of each Order, the House is lead by a Quaestor. Aedile could be kept, but it may not be needed. Furthermore, each
House is allotted one Auxiliary Summit position, in which they may name any
member in the House not already on the Clan or House summit to a position that
they can completely define. This feature would be added to djb.org, including
the ability to name the position by the Quaestor and/or Consul.
As mentioned before, each House would be made
up of no more and no less than one Circle of each Order with a maximum of 6 to
10 members each. Upon transferring into a House, members are automatically
placed into the Circle of their respective Order if space is available if they
complete any possible pre-reqs of being in that Circle, as mentioned above.
Should the member wish to leave the Circle, they will not be able to participate
in any competitions open to Circles, though they are still able to participate
in any competition on the Dark Brotherhood level.
Houses would be involved in a multitude of
competitions. These competitions would include Rites of Supremacy at the House
level, where the Houses could battle for titles. They would also participate in
competitions inside the Clan they are part of, where the Houses inside a Clan
would compete.
Houses would exist within a Clan, as detailed
below in the Clans section. During Clan feuds, the Houses would fight for their
Clans. Furthermore, Houses would not have individual possessions beyond what
they are assigned by their Clans. The Quaestor would then be able to assign
these possessions to individual Circles for their ‘fictional’ use.
The Clans
Each of our existing Clans would be brought
down to two Houses, or made into an Independent Clan. Each of these Houses
would function as described above, while an Independent Clan will be mentioned
shortly. Each Clan would have a Consul, a Proconsul, and one non-summit
Auxiliary member of the summit in any of the Houses with a position description
and name designed by the Consul and/or Proconsul. Again, this feature would be
supported on djb.org as talked about above.
Independent Clans are clans which have no
Houses. These Clans are made up of one Circle of each Order, with the Circle
leaders reporting directly to the Clan Summit. Each of these Circles act as any
other Circle, however, Independent Clans can not participate in Right of
Supremacies at the House-level, as they have no Houses. Members may belong to
Independent Clans without belonging to a Circle, though it is recommend that any
active member of the Dark Brotherhood not in a summit position join a Circle.
If any Independent Clan reaches a size where it can function with two separate
Houses, it will Clan to a Housed Clan with two Houses as detailed above.
Clans would compete against each other as they
do in the Dark Brotherhood now. Furthermore, they would own possessions and be
able to assign them to use by a House or in the case of an Independent Clan, its
Circles. The House may then be able to assign these possessions to Circles, as
they see fit. At any time, the Consul may change where these items are
assigned.
‡† Section VI - Operation: Prestige
†‡
Please note: Almost all of
the numbers here have changed or are subject to change.
Almost all Dark Jedi are selfish at heart, and motivated little by loyalty or
honor. Instead, Dark Jedi seek power, influence, and control over others. It is
for that reason, that a system of Prestige is to be implemented into the Dark
Brotherhood. This system is designed to represent an individual (and, indeed, a
Clan's) influence over others.
† What is Prestige? †
The need for power and influence is what drives a Dark Jedi. For the purposes
of the Brotherhood, the representation of the influence of a particular Dark
Jedi (or Clan) is represented by their Prestige. The amount of influence
(Prestige) a character has is based off of his rank, his position, and any
medals he has earned. Prestige would accumulate in a number of ways, through
systems already existent in the Dark Brotherhood. Whenever a member is awarded
a medal, they receive prestige appropriate to the medal (or add-on). Whenever a
member is appointed to a position, they gain the prestige of that position.
Whenever a member is promoted, they gain the prestige of that rank. Members can
also lose prestige by transferring clans, leaving positions or through CoJ
convictions.
† What can Prestige be used for? †
Prestige is never "used." Prestige directly relates to the purchasing and
training access a member has within the DB. For instance, a member with a
certain level of prestige can have access to buy, and possibly customize, a
personal fighter, transport or weapon for use in role-playing and other areas of
the DB. A person with a lower prestige would not have this item available to
him. This represents the need to have connections and power in order to obtain
certain things. This offers exciting options for the customization of games by
Dark Brotherhood members. As the system develops, we will be able to easily add
new items to the list of what can be obtained.
† Prestige and Clans †
Clans, as well as individuals, will have a Prestige
rating. A clan's prestige rating will be roughly based upon the average of the
prestige members of their Clan plus the total number of members the Clan has,
using the following formula:
( 2(Average Prestige of Members) +
Number of Members – (Number of Houses)*3 ) 17
This formula was chosen due to the fact it awards Clans
with larger membership numbers, yet also keeps the Prestige of Clans fairly
close together, so that there would not be great disparity between Clans that
were hurt a lot from the separation, versus Clans that weren’t hurt so much.
The Prestige clans have work in much the same way that it does for individuals,
in that having a certain prestige will allow a Clan to purchase certain items.
Clans, however, have a different list of items to choose from. These include
larger star-ships, advanced armor and weaponry that will (generally) be out of
reach of the average member due to the amount of influence needed.
† Rank Prestige Values †
|
Prestige Value |
Abbreviation |
Rank name |
|
450 |
GM |
Grand Master |
|
350 |
DP |
Dark Jedi Prophet |
|
250 |
DJM |
Dark Jedi Master |
|
175 |
DA |
Dark Adept |
|
140 |
SO,KPN,OPM |
Sith Overlord, Krath Pontifex, Obelisk Primarch |
|
105 |
SWL,KE,OE |
Sith Warlord, Krath Epis, Obelisk Exarch |
|
90 |
SWM,KAP,OP |
Sith Warmaster, Krath Archpriest, Obelisk Pilate |
|
75 |
SW,KP,OT |
Sith Warrior, Krath Priest, Obelisk Templar |
|
60 |
DJK |
Dark Jedi Knight |
|
40 |
DJH(JH) |
Dark Jedi Hunter |
|
30 |
GRD |
Guardian |
|
20 |
PRT |
Protector |
|
10 |
ACO |
Acolyte |
|
5 |
NOV |
Novice |
|
0 |
APP |
Apprentice |
† Merit Award Values †
|
Prestige Value |
Abbreviation |
Medal Name |
|
5 |
DC |
Dark Cross |
|
|
1 |
Each add-on will grant the recipient an additional 1
prestige |
|
7 |
SE |
Star of Eos |
|
|
2 |
Each add-on will grant the recipient an additional 2
prestige |
|
10 |
SC |
Steel Cross |
|
|
3 |
Each add-on will grant the recipient an additional 3
prestige |
|
40 |
GC |
Grand Cross of the Dark Side |
|
60 |
SB |
Sapphire Blade |
|
80 |
RS |
Ruby Sceptre |
|
100 |
ED |
Emerald Dagger |
|
150 |
DS |
Diamond Sword |
|
225 |
SL |
Silver Sash |
|
300 |
GLS |
Golden Lightsaber |
† Competition Medal Values †
|
Prestige Value |
Abbreviation |
Medal Name |
|
Novas: |
|
|
|
15 |
GN |
Gold Nova |
|
|
15 |
Each addon is worth 15 Prestige |
|
7 |
SN |
Silver Nova |
|
|
7 |
Each addon is worth 7 prestige. |
|
2 |
BN |
Bronze Nova |
|
|
2 |
Each Addon is worth 2 Prestige |
|
Crescents: |
|
7 |
Cr-1D |
Diamond Star |
|
6 |
Cr-1R |
Ruby Star |
|
5 |
Cr-1A |
Amethyst Star |
|
4 |
Cr-1S |
Sapphire Star |
|
3 |
Cr-1E |
Emerald Star |
|
2 |
Cr-1T |
Topaz Star |
|
1 |
Cr-1Q |
Quartz Star |
Clusters of Fire:
|
|
1 |
CF |
Cluster of Fire |
|
|
10 |
CF-RF |
With Red Flame |
|
20 |
CF-GF |
With Green Flame |
|
30 |
CF-PF |
With Purple Flame |
|
75 |
CF-BF |
With Black Flame |
† Other Award Values †
|
Prestige Value |
Abbreviation |
Medal Name |
|
1 |
DSS |
Dark Side Scroll |
|
|
4 |
DSS-QK |
w/ Quill of Knowledge |
|
6 |
DSS-QL |
w/ Quill of Lore |
|
8 |
DSS-QW |
w/ Quill of Wisdom |
|
15 |
DSS-QA |
w/ Quill of Ages |
|
30 |
DSS-QE |
w/ Quill of Enlightenment |
|
1 |
SI |
Scroll of Indoctrination |
|
|
5 |
SI-SoW |
w/ Seal of Wax |
|
10 |
SI-SoL |
w/ Seal of Lead |
|
25 |
SI-SoG |
w/ Seal of Gold |
|
50 |
SI-SoB |
w/ Seal of Blood |
|
|
|
|
† Position Values †
|
Prestige Value |
Abbreviation |
Position Name |
|
15 |
M: |
Magistrate |
|
30 |
SRG/TET/CMDR |
Battleteam Leader: Tetrarch, Commander, Sergeant |
|
30 |
P: |
Praetor |
|
40 |
AED |
Aedile |
|
60 |
QUA |
Quaestor |
|
75 |
PCON |
ProConsul |
|
125 |
CON |
Consul |
|
200 |
Dark Council |
Any Dark Council position, including Advisors/Society
leaders |
|
250 |
DGM |
Deptuy Grand Master |
|
300 |
GM |
Grand Master |
Also, it should be noted that any member resigning from a
position equal to or above Quaestor after having served for 6 months (or a time
at the discretion of the GM, DGM and/or ARCH) will receive a permanent, but one
time, 50 point Prestige addition. This is to represent the prestige that comes
with having served in a prestigious position for a long period of time.
‡† Section VII
- Operation: Infinite Depth †‡
Where Prestige is a value of a member's influence over others, there needs to be
established a standard for advancement internally in characters. If Prestige is
influence then XP is worth and experience. The XP earned by members will be used
to train in skills and abilities that will help define their character and aid
them in wargaming and RPG efforts.
Please note: Many equations and
values have been redacted to keep the members from having a complete
documentation of the system. Members should not know the equations used to
calculate things. Webmasters: See Jac for the complete document.
Also NOTE: Not all of this has
been updated as of its posting. Kaiann is working on a new spec document.
Consider this a basic outline -- NOT THE FINAL PLANS.
1.
Preface
This document contains the implementation
specification and details of the roleplaying system of the Brotherhood. It
is intended solely for those persons involved in approving and/or coding
this system. The mathematical formulas used to calculate experience values
and costs of various items are not to be made public; instead it will be
left to the members’ own discoveries to determine how much experience is
gained or used for what character aspect. The only costs known to the
member at any time are those that directly affect character purchase
decisions (i.e. the immediate price for an item).
Not knowing the exact price for items adds to the
roleplaying experience as it does not allow for planning out an exact path
to a specific character feature.
Note: Some tables in this document use only the
Krath titles for Equite ranks. They are to be read as encompassing the
equivalent Sith and Obelisk ranks as well.
2.
Calculating Experience
Experience is granted to members based on their
achievements in the Brotherhood. Four individual aspects are considered in
the experience point total:
·
Rank (at 40% weight)
·
Medals (at 30% weight)
·
Time of membership (at 10% weight)
·
Direct experience awards (at 20% weight).
1.1 Rank
Rank is translated into experience using a direct
table:
|
REDACTED |
|
|
|
APP |
|
|
|
NOV |
|
|
|
ACO |
|
|
|
PRT |
|
|
|
GRD |
|
|
|
JH |
|
|
|
DJK |
|
|
|
KP/SW/OT |
|
|
|
KAP/SWM/OP |
|
|
|
KE/SWL/OE |
|
|
|
(none) |
|
|
|
KPN/SO/OPM |
|
|
|
(none) |
|
|
|
DA |
|
|
|
(none) |
|
|
|
DJM |
|
|
|
(none) |
|
|
|
DP |
|
|
|
(none) |
|
|
|
GM |
|
|
These values are not cumulative, so e.g. the
promotion from DJK to KP earns 11,200-8,400=2,800 new experience.
1.2
Medals
Medals use two values to define their experience
value: a base value and a deprecation factor.
The deprecation factor is applied to each medal of
the same kind after the first as a multiplier, reducing its XP value. The
multiplier is 1 – (DF / 100), so with a deprecation factor of 25, the
second medal of a type would be worth 75% of its original value. Fractions
should be rounded up (in favor of the member)
The minimum value of any medal, regardless of
deprecation, is 5% of its original value, rounded up.
|
REDACTED |
|
GLS |
|
SL |
|
DS |
|
ED |
|
RS |
|
SB |
|
GC |
|
(OK)* |
|
SC |
|
StA |
|
DC |
|
|
|
GN*** |
|
SN*** |
|
BN*** |
|
Cr-D** |
|
Cr-R** |
|
Cr-A** |
|
Cr-S** |
|
Cr-E** |
|
Cr-T** |
|
Cr-Q** |
|
|
|
LSS |
|
DSS |
|
SI |
|
SoL |
|
CF |
|
|
|
|
(*) This is a proposed new medal filling a gap
between the Steel Cross and the Grand Cross
(**) The deprecation factor applies for all Crescents
together, calculating the highest Crescents with the highest multiplier
(least times deprecated). If a member thus has Cr-2D-1R-4S, he would have
the two Diamonds at 100.00% and 95.00%, the Ruby at 90.25% and the four
Sapphires at 85.74%, 81.45%, 77.38% and 73.51%.
(***) Treat these the same way as the Crescents,
applying one DF for all three types of Novas.
IMPORTANT on merit medals (DC and upwards):
If a member would gain less XP from a medal than he
would be receiving for a lower medal through the deprecation factors, he
is awarded that lower medal’s value instead. So, if I had two SBs but no
GC, I’d receive 5,000 plus 3,500 instead of 5,000 plus 2,500. If I then
got a GC afterwards, this would only be worth 2,500 then of course (as now
the second SB falls back to its original slot).
Algorithm:
Count medals of each type GLS to DC. Calculate the
lowest value that would be awarded for each medal type and the next one
that would be given for this type.
Then:
For each medal type high_type from top to bottom{
While {there exists a lower medal type
low_type with next_value (low_type) > current_value(high_type) {
Deduct
one medal of type high_type
Add one
medal of type low_type
Recalculate next_value and current_value for these two types
}
}
These medals are of course added and subtracted only
virtually for XP calculation, not on the actual dossier
J
These algorithms should be reapplied whenever the
member gets a medal of DC or higher. Count things from scrac
1.3 Time
served
A flat award of 4 XP is given for each day since the
member joined. This needs to use the accurate date calculation however,
not the current messed-up one that subtracts days of the month while the
date progresses J
1.4
Direct XP awards
These awards are for everyday activities in the DB
and in very special cases should be handled like medals and also
be listed on the dossiers with their reasons. They should be given for any
achievement that deserves recognition but does not directly translate into
a medal or promotion. Usually, these will be small, but especially in Dark
Council or Consul situations, they can also be substantial.
Members can give these awards depending on their
position:
|
Position |
Can award up to |
|
GM |
Any amount |
|
DGM |
6,000 XP |
|
Dark Council |
2,500 XP |
|
Consul |
1,000 XP |
|
Proconsul |
750 XP |
|
Quaestor |
400 XP |
|
Aedile |
300 XP |
|
Battle Team Leader |
100 XP |
Some typical XP awards will be listed in the RPG
compendium, examples are 10 XP for playing a training multiplayer game or
50 XP for submitting to a standard writing competition without placing.
The Grand Master and selected DC members / Consuls of his choice receive
monthly experience awards to recognize their basic work that is not
generally rewarded with promotions or medals. A feature should be present
for the GM to set this “salary” for each member in such a position; this
will then modify the standard 4 per day award accordingly (a member with a
1000 per month bonus will receive +33 XP per day)
1.5
Storing Experience
The member’s experience needs to be stored in two
ways: Total earned experience and experience spent. The displayed values
however are the total and unspent experience.
Experience should be recalculated under the following
conditions:
-
A member was promoted, received a medal or was granted a direct XP
award.
-
A member’s character sheet is called up and had not been viewed the
same day.
The second variant saves us a daily “add 4” job.
1.6
Special situations
Demotions or loss of awards:
-
If, after the loss, the spent XP is still less than those earned,
no special provisions happen
-
If, after the loss, the spent XP exceeds those earned, but not by
more than 10% of the member’s XP total, the member will simply have to
re-earn the experience before progressing in power again.
-
If, after the loss, the spent XP exceeds those earned by more than
10% of the member’s XP total, the member’s character will automatically be
reverted to the last saved character compatible with the new XP total and
all higher-total backup characters erased. (A backup character should be
saved every time the member first edits their character sheet after a rank
promotion, resulting in a maximum of 15 backups per member).
Members above Apprentice at the time this system
goes live:
Members currently above the rank of Apprentice at the
time this system is put into use will receive a one-time experience bonus
in the amount of 40% of their rank’s total experience value. This reflects
the direct XP awards they should have received since they joined
(nominally 50%, but reduced somewhat due to the fact that their higher
rank will allow them to acquire Force powers cheaper than they would have
done had they gradually risen through the ranks).
3.
Character creation
Building a Brotherhood character consists of two
steps: the initial creation and the advancement. Before any character can
be advanced, it must be created as a zero-experience base character
reflecting the personality that entered the Brotherhood as an Initiate.
Character creation is available to initiates, however members of that rank
cannot gain experience.
This chapter deals with the creation process,
advancing a character is described in chapter 4.
1.7 Basic
statistics
The name of the character is taken from the dossier.
The member may now pick a race and a planet of birth (as well as any
appearance stats we may wish to store). Racial characteristics will not be
applied to the character until the next step. The member should be shown
the race’s abilities and hindrances in an IFRAME depending on the race
chosen. “Human” can have subraces with slightly different abilities to
accomodate more choice. Half-breeds should be possible – in this case, the
member selects two races and all bonuses will be the average of the two
values, rounded down (i.e. 0 and 5 rounds to 2, –3 and –6 to –5)
Note: Code for the possibility of having a total of two “racial
packages” with the second being taken from a different list. This provides
for family/sect packages to be added onto a character later. A racial
package includes a descriptive text and any number of characteristic
modifiers. Under no circumstance will a character have more than two
racial packages, although one may possibly be split into two half
packages. Also, familiy package benefits will obviously be minimal, they
should provide only one or two small changes to stats apart from the
descriptive text.
A member also selects one or two “archetypes” on this
screen. Archetypes are changable later on and determine the member’s
philosophy and ethos. They do have no effect on stats and just serve as a
roleplaying tool. Archetypes are stored with a descriptive text.
1.8
Initial attributes
The member has 69 points to distribute over the six
attributes Strength, Constitution, Dexterity, Intelligence, Wisdom and
Charisma. He may set any attribute as low as 5 or as high as 18, however
only one attribute may be above 16 at this time. These values are used for
internal storage, limiting attribute maximum values and determining cost.
At any time beyond this initial setting, the attributes shown will include
the racial bonus.
While setting initial attributes, the following text
should be shown to the member:
“The attribute values displayed here are expressed in
relation to your chosen race. Racial modifiers will be applied to your
numbers after this step to determine your actual values. 10 is the value
that reflects a completely average being of your race, thus a Wookiee
character created with a 10 as Strength will wind up stronger than an Ewok
created using the same Strength value. You may set values anywhere between
5 (pathetic) and 16 (way above the norm); in addition one value of your
choice may be 17 or 18 (exceptional).”
In the form, the member should be given a base value
of 5 in each attribute and 39 points to spend. Once committed, apply the
racial values to any displayed steps. (A confirmation screen should appear
showing the racially modified values).
Note: The minimum of 5 is given so that a racial
modifier of –4 will still lead to a living character
J
1.9
Granted abilities
Every race gains a number of granted abilities
(expressed in a points value ranging from 1 to 10 with the “normal” value
being 6). These points can be spent on minor abilities reflecting skills
and training obtained before joining the Brotherhood as well as those
Force talents a member may have had before joining and that ultimately led
him to our doors. Some sample granted abilities are given below, more may
be added later:
|
Name |
Cost |
Description |
|
Professional* |
2 |
Grants a rank of 10 in any one skill. However,
further increases in this skill must be purchased at double cost. Code
this as the actual skill rank being (stored rank + 20)/2 for this one
skill. Every character can have only one profession. |
|
Wild talent |
2 or 4 |
The character can use one Force power untrained,
rolling 1d30 (with no attribute bonus) for the Force power roll. This
can never be improved upon, should the character learn the power
normally, he can choose to apply either the normal roll or the wild
roll. Cost is 2 for a Journeyman power or 4 for an Equite power. |
|
Knack |
1 or 3 |
The character has a special aptitude for learning
one specific Force power. He can learn it as if he were one or two
ranks higher (Cost 1 for 1 rank, 3 for 2 ranks). |
|
Social status* |
varies |
The character has higher than standard social
status with the appropriate starting money and possessions. Choosing 0
in this area essentially starts the character out with nothing, 1
would be an average citizen, 3 well off and 5+ nobility. This grants
(cost squared) x 10,000 credits of which half are bound in property
(e.g. land ownership) and the other half is applied to the member’s
account. |
|
Mutation * |
1 |
Choose from a list of bodily enhancements. Two
points may be spent on the same mutation, doubling its effect. |
A member may leave points open for “later
discoveries”, however abilities with * cannot be chosen later on.
Once the member has chosen all desired granted
abilities, he may commit the character. At this point, the character is
given starting characteristics (copied from a special table); some of
those reflect skill and feat points to be spent during the advancement
process.
Note: Once committed, a created character’s base
values can never be changed. The member is stuck with his choices for the
duration of his membership. Similarly, this applies to all changes made
under character advancement, once committed, those can only be undone
through a loss of experience.
4.
Advancing characters
Advancing characters is essentially done by spending
experience on various improvements. Improvements of various types can be
bought at differing costs, generally increasing as the character has
selected previous improvements in the same category. This is noted as a
cost of x/y with x being the base cost (applied for the first purchase
within the category) and y being the increment frequency. This means that
the first y increases of the category are purchased at a cost of x, the
next y at a cost of 2x, the next y at a cost of 3x and so on.
Example: The first nine upgrades of an item costed at
100/4 would cost a total of 1,500 XP (4x100 for the first four, 4x200 for
the 5th to 8th and 1x300 for the 9th).
1.10
Attributes
Attributes are the only item not costed by the x/y
scheme. Instead, increasing an attribute to the next level costs 500x the
current level minus 14 (125 for any increase up to 10, 250 for any
increase up to 14). Thus, from 14 to 15, I would need to spend 500 XP
while 20 to 21 costs 3,000. The maximum any attribute can be raised to is
18 + ˝ of the character’s level.
1.11
Skill points and feats
Skill points are costed at 15/4, feat slots at 120/1.
A starting character has 16 skill points (plus any eventual Intelligence
bonus) and one feat slot available that do not affect the cost. Once
purchased, skill points and feat slots can be spent on any skill or feat
the character meets the prerequisites for. Skills cannot be increased
beyond the character’s level +3 (except in the case of a professional –
this character may however still have no more points assigned to that
skill, they just get a higher benefit from it).
1.12
Attack bonuses
Attack bonuses reflect the character’s general
capability to fight either with handheld weapons (land attack bonus) or
with vehicles and starships (pilot attack bonus). These two values are
independently costed at 150/1 and cannot exceed the character’s level +2.
1.13
Saving throws and hit dice
Saving throws measure a character’s resistance and
come in three flavors: Fortitude, Reflexes and Will. These three together
are costed at 80/3 with two free points avalable to a starting character.
Hit dice reflect the character’s vitality (each die grants 1d8 vitality
plus any Constitution bonus but never less than 1) and are costed at
150/1. There is no limit on saving throw numbers, however a character
cannot have more hit dice than his level +3. The first hit die (which a
character starts out with for free) is always 8.
Note: Roll all hit dice for a character at creation
time and just sum them up accordingly. Also be sure to code the
Constitution bonus separately per die – a character with a Constitution
penalty of –2 and having rolled 8, 1 and 3 for his hit dice has 5+1+1 = 7
Vitality, not (8+1+3)-9 = 3.
1.14
Force powers
Force powers use a complicated costing system that is
essentially based on a x/5 cost. However, different levels of Force powers
and different levels of mastery cost a different number of points as per
the character’s rank (higher ranks have an easier time learning the same
Force power). The costs are as follows:
Journeyman powers
|
Rank |
1 |
2 |
3 |
4 |
5+ |
Max |
|
INI-1* |
15 |
|
|
|
|
1 |
|
INI |
9 |
13 |
|
|
|
2 |
|
APP |
8 |
10 |
12 |
|
|
3 |
|
NOV |
8 |
9 |
11 |
13 |
|
4 |
|
ACO |
8 |
8 |
10 |
11 |
|
4 |
|
PRT |
8 |
8 |
9 |
10 |
13 |
5 |
|
GRD |
8 |
8 |
8 |
9 |
11 |
5 |
|
JH |
8 |
8 |
8 |
8 |
9 |
5 |
|
DJK |
8 |
8 |
8 |
8 |
8 |
5 |
|
KP |
8 |
8 |
8 |
8 |
8 |
6 |
|
KAP |
8 |
8 |
8 |
8 |
8 |
7 |
|
KE |
8 |
8 |
8 |
8 |
8 |
8 |
|
KPN |
8 |
8 |
8 |
8 |
8 |
8 |
|
DA |
8 |
8 |
8 |
8 |
8 |
9 |
|
DJM |
8 |
8 |
8 |
8 |
8 |
9 |
|
DP |
8 |
8 |
8 |
8 |
8 |
10 |
|
GM |
8 |
8 |
8 |
8 |
8 |
10 |
|
GM+1* |
8 |
8 |
8 |
8 |
8 |
10 |
|
GM+2 |
8 |
8 |
8 |
8 |
8 |
10 |
Equite powers
|
Rank |
1 |
2 |
3 |
4 |
5+ |
Max |
|
GRD |
20 |
|
|
|
|
1 |
|
JH |
15 |
18 |
|
|
|
2 |
|
DJK |
11 |
14 |
16 |
|
|
3 |
|
KP |
9 |
11 |
13 |
15 |
17 |
5 |
|
KAP |
3 |
10 |
11 |
12 |
14 |
6 |
|
KE |
9 |
9 |
9 |
10 |
11 |
6 |
|
KPN |
9 |
9 |
9 |
9 |
9 |
7 |
|
DA |
9 |
9 |
9 |
9 |
9 |
7 |
|
DJM |
9 |
9 |
9 |
9 |
9 |
8 |
|
DP |
9 |
9 |
9 |
9 |
9 |
9 |
|
GM |
9 |
9 |
9 |
9 |
9 |
10 |
|
GM+1 |
8 |
8 |
8 |
8 |
8 |
10 |
|
GM+2 |
8 |
8 |
8 |
8 |
8 |
10 |
Elder powers
|
Rank |
1 |
2 |
3 |
4 |
5+ |
Max |
|
KAP |
30 |
|
|
|
|
1 |
|
KE |
22 |
28 |
|
|
|
2 |
|
KPN |
14 |
19 |
26 |
|
|
3 |
|
DA |
10 |
11 |
15 |
19 |
23 |
5 |
|
DJM |
10 |
10 |
10 |
12 |
14 |
7 |
|
DP |
10 |
10 |
10 |
10 |
10 |
8 |
|
GM |
10 |
10 |
10 |
10 |
10 |
10 |
|
GM+1 |
9 |
9 |
9 |
9 |
9 |
10 |
|
GM+2 |
8 |
8 |
8 |
8 |
8 |
10 |
Grand Mastery powers**
|
Rank |
1 |
2 |
3 |
4 |
5+ |
Max |
|
DA |
50 |
|
|
|
|
1 |
|
DJM |
35 |
60 |
|
|
|
2 |
|
DP |
20 |
35 |
75 |
|
|
3 |
|
GM |
12 |
13 |
14 |
15 |
16 |
10 |
|
GM+1 |
10 |
11 |
11 |
12 |
12 |
10 |
|
GM+2 |
8 |
8 |
8 |
8 |
8 |
10 |
(*) These lines are needed in case a member has a
bonus or penalty to rank in terms of learning specific Force powers.
Coding should use numerical rank indicators here with INI=0, APP=1, NOV=2,
etc. up to GM=15. A table design for these items is included in the Table
Init Excel.
(**) Grand Mastery powers have unique restrictions if
not wielded by a true Grand Master; so for example might a sufficiently
trained DJM be able to affect someone’s ability to use the Force, but
unlike the changes bestowed by a GM, these will last only a short time.
None of these abilities will unfold their true potential until used by an
actual GM (or, in exceptional cases, the reigning GM specifically entrusts
the member with full power).
Also, to prevent some nasty going around by sneaky
members, a member wishing to learn any:
-
Equite powers needs to have at least 30 total levels of mastery in
Journeyman powers
-
Elder powers needs to have at least 70 total levels of mastery in
Journeyman and Equite powers
-
Grand Master powers needs to have at least 120 total levels of
mastery in lower ranked powers.
Note that a mastery level of 4 is required to
really use the Force power in a combat or other tight situation. Mastery 3
may be borderline useful in such situations but incurs severe
disadvantages. Thus, a KE’s “Force Lightning” might be useful to impress
his fellow Equites on a drunken evening (or just as probably to make a
fool of himself), but not to actually smite a foe in combat. You can still
expect members to spend premium prices on these abilities, just for the
“look mom, I can do this” factor J.
Costing example: An APP wishing to learn two Force
powers to level 3 (his maximum) each would need to spend 8+10+12=30 XP on
the first such power and 8+10+24=42 XP (the /5 part kicks in now) on the
second. Assuming he wants to learn four powers, he is well advised to
learn them one after the other instead of first beginning all of them,
then later improving:
Learning one power after the other:
8+10+12+8+10+24+16+20+24+16+30+36 XP = 214 XP
Beginning several at a time:
8+8+8+8+10+20+20+20+24+24+36+36 XP = 222 XP
This effect becomes more prominent the more powers
are involved. It pays to learn one thing at a time.
5. User
Interface
1.15
Character creation user interface
The character creation system consists of three
screens. The first asks for race, gender, archetype, place of birth and
appearance, filling in appropriate items from the character history if
those exist (they are however editable even if pre-filled). Once this is
submitted, advance to the attribute selection screen similar to that of
the ACC. There should be a “suggest” button for those completely new to
this type of character creation that selects a sensible set of attributes
based on Order, archetype and gender. (as the numbers are relative to the
racial norm at this point, no racial features need to be taken into
account. To simplify coding, all values are coded as modifiers from the
basic order set of attributes).
Lastly, the member is allowed to choose their granted
abilities, submitting them one by one and choosing a specific power or
skill if such is needed. After choosing all desired granted abilities, the
member can save the character. At any time in the process, starting over
is allowed. Before finally saving, show the completed character and ask
for confirmation, pointing out that submitting cannot be undone.
1.16
Character advancement user interface
The most critical user interface component is that
for character advancement as the member will be making most decisions
there. It consists of a main screen, a Force screen and a number of
subscreens for assigning purchased points. In addition, two “view” modes
need to be provided, one for the character as he was before editing and
one for the current status including edits.
The main screen
In the main screen, list the current attributes,
attack bonuses and hit dice and available skill points, feat slots and
unassigned saving throw points. Then provide for a way to increase these
numbers (similar to the ACC character setup). Important: Costs must be
listed next to each choice and only such changes the member can currently
make, from available XP and maximum values, should be selectable. At any
point, the member also needs to be informed about the remaining available
XP. For skill points, the effective number purchased needs to be displayed
along with the raw total as a high Intelligence yields bonus points here.
This number may change if an Intelligence increase is taken at the same
time, so be sure to work off the selected value, not the stored value.
Once the form is submitted, any points purchased
become available for use in the respective subscreen.
Coding note: Make sure to apply any attribute
purchases first when adding in new purchases as a simultaneous purchase of
Intelligence points and Skill points needs to yield the number of skill
points due by the now increased Intelligence!
Subscreens
There needs to be one subscreen each for feats,
skills and saving throws.
For feats, provide a dropdown with those feats the
member currently meets prerequisites for. If a feat is selected that
requires specifying a text (e.g. a weapon) or selecting from a list,
enable the respective selection (Javascript, this should not require an
extra submit process). Once submitted, return the member to feat
purchasing if he has another slot available, otherwise return to the main
screen.
For skills, list all presently possessed skills with
a way to increase the number of ranks as well as a dropdown with all
presently unselected skills. The latter should have a button “add skill” –
this adds the skill to the list of taken skills at 1 rank (for the cost
of 1 point). In case a language or a craft/knowledge/profession skill are
selected, a dropdown or list box needs to be enabled to select the
specific subskill from (make sure to disallow duplicate selections).
Note that language skills should never appear in the
skill list to be improved as they cannot be increased.
The saving throw screen is a straightforward screen
with the three types of saving throws listed and the possibility to
increase the number on each of them.
Also accessible as a subscreen should be the granted
abilities screen from the character creation setup if a member has any
points for granted abilities remaining.
Force purchase screen
This is the most complicated screen to create. The
user will be given a list of Force powers he can currently use or improve
including those not learned but having a maximum of at least one level,
sorted by class and then by name. Behind each power that can be improved
is a link / button allowing to upgrade this power by one. When this is
used, the display will have to change accordingly (Javascript would be
ideal as it avoids major reload times – however some changes may require a
full reload, especially when a 30, 70 or 120 boundary is reached and the
class of available Force powers improves). Once all desired changes are
made, the user submits the form. Now one of two things can happen:
1)
No new mastery level of 6 or higher was taken: Return the user to
the main screen.
2)
At least one new mastery level of 6 or higher was taken: The user
will now be presented with a screen from which to choose the benefits of
each such mastery level. Present this as a table (with borders) for each
power, being sure to list the currently available upgrades. Sample layout:
|
Pick your options for Telekinesis
(upgraded from 7 to 9, currently +24, -1 cost reduction):
8 (dropdown or radio button list)
9 (dropdown or radio button list) |
|
Pick your options for Affect Matter
(upgraded from 5 to 6, currently +20)
6 (dropdown or radio button list) |
Submitting this screen takes the member to the main
screen.
Important: Whenever a dropdown list is made
available, make sure to pre-select an invalid option. There should never
be a submitting of a choice the member has not actively clicked on.
Reviewing and submitting the character
After making a change, the member can view both his
changed character and the character as it was before any changes were made
during the same session. At the end of the viewing form for the changed
character, there are two buttons for submitting this character and
discarding all changes. Either one will require a confirmation screen.
Only when the character is submitted are the XP actually spent and the
abilities gained.
Confirmation text for submitting:
Warning: You are about to make permanent
changes to your character sheet. Any such changes made can not be
undone. The changes you made will cost you [...] Experience points and
affect your character as follows:
[Insert differential list of changes made – only
changed items should appear here – e.g.
Intelligence was
14 now 16
Telekinesis was
7 now 9
Affect
Matter was 5 now
6
Tumbling
added at 4
Exotic Weapon Proficiency (Bowcaster)
added
]
Buttons: Submit changes, Discard Changes, Return to
character advancement. Discard leads to discard confirmation screen (which
has Yes, discard changes and No, Return to advancement
Implementation notes
Uncommitted changes should be stored in the database.
When a member returns to character advancement with uncommitted changes,
he should have the option of continuing from where he left off or
discarding the changes. This prevents the results of an editing session
from being lost in a connection error. A screen similar to the confirm
commit screen should be shown to remind the member of what was changed.
All choices are implemented from fixed lists, the
member should never be allowed to just type something. If a new ability or
variety of an ability is desired, the member needs to propose that to the
RPG manager who will then add that to the list.
6.
Administration interface
7.
Coding issues
This chapter deals with specific issues about coding
the system.
1.17
Character storage
A
REDACTED
8.
Nonplayer characters
A member is allowed to maintain one nonplayer
character per rank (APP = 1, NOV = 2 and so on). The XP totals for these
characters can be freely set up to 90% of the main character’s total. They
may be of any order, and any rank up to the member’s own rank. The member
himself chooses when to award these characters XP to keep within the
storyline. Nonplayer characters can be deleted freely, however to avoid
abuse, the slot they occupied will only become available again after one
week after deletion.
Nonplayer characters do not have saved waypoints, if
their owner wants to demote them, they will have to be deleted. Upon an XP
loss, any nonplayer character(s) now above the new limit become
inaccessible except for deletion; they will become accessible again after
the member regains the requisite XP. If a member loses rank and thus has
more accessible NPCs than allowed (after deactivating those with excess
XP), the ones with the lowest XP totals will become inaccessible as well.
Other than this, NPCs are treated exactly like main
characters. They can be viewed from the member’s main character sheet.
Members cannot create NPCs until they have created their main character.
There are also NPCs assigned to no particular member,
these are maintained by the administration and usually, once created, not
advanced. They can be viewed from the general RPG library.
9.
Standard characters
Members not wishing to take part in this system will
show a standard character determined by Order and rank. One such character
will be provided for each rank/order combination. These will use a
relatively low experience total for the rank, assuming just some basic
medals.
|
‡† Section VIII
- Operation: Credits †‡
Most of the recent, well known Dark Jedi were notoriously
wealthy. Often engaging in pleasures of the senses, as well as those of the
mind, Dark Jedi would gorge themselves on material possessions. Furthermore, a
Dark Jedi would always be seeking ways to improve their power, through buying
training time, advanced weapony, ships, and even transports. This system is the
only truly new part of Project: Rebirth, though it is absolutely necessary. Not
only does it provide a unique way for individuals to customize their progression
through the Dark Brotherhood (through their economic choices), but it also
provides yet another way for the Dark Brotherhood to reward its active
membership.
† What are credits? †
Credits are a term for currency used in Star Wars. In our
case, the Dark Brotherhood would adopt a system of currency. At the start, the
amount each Clan receives would be a set standard. Each member is also given an
amount of credits that is determined by their rank and position within their
Clan. Clans receive credits that allow them to purchase armor, weapons and
equipment for their members, though the individuals would not own any of this
equipment. The access that Clans and individuals have to what they can spend
their credits on is dependant upon the Prestige that each has. Note that Clans
and individuals do not use the same list of what they can purchase for what
prestige they have. An individuals credits would be shown in their dossier, and
they would be able to access a database on the website in order to purchase
official possessions, which would be added to their dossier. Members will be
able to purchase from a long list of items, with the higher quality items being
“unlocked” for purchase as members advance through the structure of the Dark
Brotherhood.
† How are credits earned? †
Credits are earned primarily through participation in
competitions run within the Battleteam, House, Clan, and even the Dark
Brotherhood as a whole. Both Clans and individuals will primarily be rewarded
for activity in competitions through the awarding of credits, while medals (and
the Prestige that comes with them) will still be awarded to the victors in these
competitions. Additionally, a salary is given once a month to individuals.
Clans will each receive one tenth of what each member would earn from this
salary. This amount is not subtracted from the members earned credits. When
this system is first implemented, Clans will all receive the same number of
credits. Also at the time of implementation, each member will receive a number
of credits in their salary based upon their position and their rank. As with
Prestige, it is possible for a member to lose credits, as well, through
disciplinary action.
† Monthly Salaries for each Rank †
It should be noted, these salaries are give to ALL members,
regardless of current position.
|
Credits Per Month |
Abbreviation |
Rank Name |
|
30,000 |
GM |
Grand Master |
|
24,400 |
DJP |
Dark Jedi Primarch |
|
21,200 |
DJM |
Dark Jedi Master |
|
18,000 |
DA |
Dark Adept |
|
14,800 |
KPN,SWL,OWL |
Krath Pontifex, Sith Warlord, Obelisk Warlord |
|
11,600 |
KE,SBL,OBL |
Krath Epis, Obelisk Battlelord, Sith Battlelord |
|
10,000 |
SBM,KAP,OBM |
Krath Archpriest, Sith Battlemaster, Obelisk
Battlemaster |
|
8,000 |
SW,KP,OW |
Krath Priest, Sith Warrior, Obelisk Warrior |
|
6,800 |
DJK |
Dark Jedi Knight |
|
5,200 |
DJH(JH) |
Dark Jedi Hunter |
|
4,400 |
GRD |
Guardian |
|
3,600 |
PRT |
Protector |
|
2,800 |
ACO |
Acolyte |
|
2,000 |
NOV |
Novice |
|
0 |
APP |
Apprentice |
† Monthly Salaries for each Position †
These salaries are awarded on the first Monday of each
month, in conjunction with the credits per month, and require a member to be
serving in the position on the “pay day.”
|
Credits Per Month |
Abbreviation |
Position Name |
|
300,000 |
GM |
Grand Master |
|
250,000 |
DGM |
Deputy Grand Master |
|
200,000 |
DC Position |
Any DC position, including Society leaders and
advisors |
|
100,000 |
CON |
Consul |
|
50,000 |
PCON |
ProConsul |
|
35,000 |
QUA |
Quaestor |
|
25,000 |
AED |
Aedile |
|
12,000 |
TET,SGT,CMDR |
Battleteam Leaders; Tetrarch, Commander, Sergeant |
|
10,000 |
P: |
Praetor |
|
5,000 |
M: |
Magistrate |
† Suggested Credit awarding for competitions
†
Every competition run by the Dark Brotherhood should give
at least a minimal bonus to Credits for participation. As the number of
participants and complexity of the competition grows, so too should the awards
given. These are suggested credits to be awarded for events in competitions
that do not include banner/motto competition. Obviously these numbers are
completely at the discretion of the DGM to accept or decline as he sees fit
based on each competition as submitted by the person planning on running said
competition. Keep in mind, that credits are given for participation, while
medals are given for the competitiveness of these events, so that winners will
tend not to receive many more credits than those who participated.
|
Credits Awarded Per Event Participation |
Level of the DB the Event is Run On |
|
10,000 |
DB, Order, or multiple Clan involvement. |
|
5,000 |
Single Clan involvement |
|
5,000 |
Single House involvement |
† Starting Credits for Existing DB Members
†
Members in the Dark Brotherhood as of the
implementation of the Credit-Prestige system will receive credits based upon the
following formula:
(Credits equal to 7 month’s salary at
their rank) + (Credits equal to one month serving in their Position)
‡† Section IX - Operation: Armory
†‡
All members of the Dark Brotherhood will have access to a
section of the Dark Brotherhood website that will allow them to spend credits on
various items. These items include ships, weapons, and training time.
Dependant upon their Prestige more varied and complex items and training become
available to the member. The below list is for individual members, and is FAR
from complete!
† Individual Item List †
This is clearly an incomplete list. It is meant as a rough
glance at the kind of items that would be purchased. This also gives members
the opportunity to submit new designs for weapons, armor, ships, and anything
else that can be purchased.
|
Prestige Necessary |
Cost |
Item Type |
Item Name |
Brief Description |
|
1 |
15 |
WEAPON |
Club/Baton |
A simple weapon used for bludgeoning. |
|
1 |
50 |
WEAPON |
Knife |
A simple weapon used for stabbing/slashing. |
|
1 |
150 |
WEAPON |
Longsword |
A simple weapon used for slashing. |
|
1 |
65 |
WEAPON |
Quarterstaff |
A simple weapon used for bludgeoning. |
|
5 |
300 |
ARMOR |
Blast Helmet |
Simple armor worn on the head to protect against
shrapnel and fragments, though useless against blasters. |
|
5 |
500 |
ARMOR |
Blast Vest |
Simple armor worn on the body to protect against
shrapnel and fragments, though useless against blasters. |
|
5 |
500 |
WEAPON |
BlasTech DL-18 |
The most common blaster in the galaxy. |
|
5 |
750 |
WEAPON |
XT-1 Blaster Pistol |
One of the most common blasters found in the galaxy.
Equivalent power to the DL-18. |
|
5 |
250 |
WEAPON |
BlasTech DL-22 |
A simple blaster used for stunning. |
|
5 |
500 |
WEAPON |
BlasTech DL-30 |
Smaller than DL-18, but equal power. |
|
10 |
500 |
ARMOR |
Combat Jumpsuit |
One piece jumpsuit with attachment rings and pockets
for various items. |
|
10 |
750 |
WEAPON |
DL-44 Heavy Blaster Pistol |
Far more firepower than the DL-18, but with very
limited range. |
|
10 |
900 |
WEAPON |
XT-1a Military Sidearm |
Slightly more powerful than the XT-1, the XT-1a also
holds slightly more ammo. |
|
10 |
900 |
WEAPON |
XT-2 Extended-Use Blaster |
The XT-2 almost as strong as BlasTech's infamous
DL-44 heavy blaster pistol, but holds more ammo. |
|
15 |
1,400 |
WEAPON |
BlasTech A280 |
One of the best armor piercing rifles in the galaxy. |
|
15 |
2,500 |
ARMOR |
Thermal Suit |
One piece jumpsuit that contains thermal sensor
jamming equipment. |
|
15 |
1,000 |
WEAPON |
BlasTech E11 Blaster Rifle |
High powered, versatile blaster rifle. |
|
20 |
1,500 |
WEAPON |
BlasTech E11/M
|
Sharpshooter’s blaster . More accurate than their
E11 sister blaster. |
|
20 |
2,500 |
ARMOR |
Corellian PowerSuit |
Very popular armor suit capable of enhancing the
wearers strength. Easily modifiable for personal use. |
|
20 |
4,000 |
WEAPON |
Merr-Sonn SX-451 Heavy Sniper Rifle |
Heavy sniper rifle with a good scope. Used on a
bipod |
|
30 |
1,700 |
WEAPON |
BlasTech ES-23 |
Semi-automatic blaster rifle capable of burst firing.
|
|
30 |
2,000 |
WEAPON |
BlasTech T-21 |
Larger and more powerful than average blaster rifles. |
|
40 |
|
ARMOR |
Merr-Sonn Personal Shield |
Belt sized personal shielding device, projecting a
one-meter in diameter concussion/ray energy shield. |
|
40 |
8,000 |
ARMOR |
Incom TS-43 Marauder Space Battle Suit |
Complex armored battle suit including a laser cutter,
armor penetrating rockets, a laser cutter and a very potent rocket pack.
|
|
40 |
40,000 |
SPACE |
TIE Fighter |
Stock line of the TIE Fighter. |
|
50 |
80,000 |
SPACE |
Z-95 |
Aging craft. Capable of hyperspace travel. |
|
50 |
90,000 |
SPACE |
R-41 |
Aging craft. Capable of hyperspace travel. |
|
50 |
80,000 |
SPACE |
Pin/F |
Pinook Fighter. Aging craft. Capable of hyperspace
travel. |
|
50 |
80,000 |
SPACE |
T-Wing |
Aging craft. Capable of hyperspace travel. |
|
60 |
83,000 |
SPACE |
Cloakshape Fighter |
Popular, yet aging craft. Highly customizable. |
|
60 |
120,000 |
SPACE |
T/I |
TIE Interceptor. |
|
70 |
130,000 |
SPACE |
A-9 |
A-9 Vigilance Interceptor |
|
70 |
165,000 |
SPACE |
I-71 |
I-7l Howlrunner |
|
75 |
175,000 |
SPACE |
A-Wing |
A-Wing |
|
75 |
220,000 |
SPACE |
B-WING |
B-Wing |
|
75 |
200,000 |
SPACE |
X-wing |
Upgraded X-Wing |
|
80 |
240,000 |
SPACE |
SHU |
Lambda Shuttle |
|
80 |
300,000 |
SPACE |
T/A |
TIE Advanced |
|
100 |
500,000 |
SPACE |
T/D |
TIE Defender |
|
100 |
120,000 |
SPACE |
Firespray-31 |
Firespray-31 |
|
100 |
130,000 |
SPACE |
YT-2400 |
YT-2400 |
|
150 |
| |