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Example Ability Sheets: New Acolyte and New Specialist

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Example Ability Sheets

When a new character is created within House Horuset, or a new member joins the guild said character will start at the bottom of their respective ladders. For force based characters, this means starting as an Acolyte within House Horuset, and working your way up through the ranks and political intrigue in an effort to become an Apprentice to a Master within the Powerbase. For a none force user, this means starting as a Private of the Imperial Army, fresh out of the Imperial Academy where you received your basic training.

While many thousands of backstories can differentiate our characters, all of us will start within a certain bound when it comes to creating our characters. The examples below are examples of the maximum bound that can be pushed when creating an Acolyte or a Private. This isn't to say you can't go below that, or even far below that and experience learning everything entirely ICly, but it is certainly possible for Acolytes and Privates alike to have retained knowledge from their backstories and have that adapted into an ability sheet.




The Acolyte Ability Sheet

A general rule to follow when creating an Acolyte Ability sheet is the following. In regards to abilities that Acolytes specifically can learn have a single ability that your character can competently do within combat. This would be represented as a "3 (Beginner)" on the sheet. Have two abilities that your character can competently do out of combat, but within combat due to the added stress and adrenaline would struggle and requires further training to do perfect and represent them as "2 (N/A)" on the ability sheet. Finally, have two abilities that your character has begun learning and is currently training, but cannot competently achieve out or in combat, represented as "1 (N/A)".

The above follows the Acolyte abilities as outlined here alongside Shii-Cho, the only lightsaber form that Acolytes are able to learn from the Horuset Archives and from Korriban. If your character has skills in engineering, slicing or other none directly force related skills such as those an Imperial Soldier might possess, talk with a recruiter or a member of the guild team to get specifics of how it can be integrated into your ability sheet.

Below is an example Acolyte Ability sheet, following the rules from above. The character is aimed more towards a melee combatant style of fighter than a longer range force based character, hence why this character is skewed towards having initial abilities that they could have honed in their backstory towards such a fighting style.



Force Powers Stage
Force Sense 1 (N/A)
Force Barrier 2 (N/A)
Force Augmentation 2 (N/A)
Force Telekinesis 1 (N/A)
Lightsaber Forms Stage
Form I: Shii-Cho 3 (Beginner)




The Private's Ability Sheet

A Soldier's ability sheet has four key extra pieces of information within it compared to an Acolyte's ability sheet. The first is a list of Ribbons, Marks, Medals, and Accolades a soldier has earned, with the second being the equipment they can use. Details of the different specialisations available to Imperial Soldiers are available here, which also includes a basic list of what equipment each specialisation has access to. For more detailed looks into each piece of equipment a soldier can take, a list of equipment is here, and a list of armours and uniforms is here. The third is the character's current specialisation, and the fourth is their rank in the Imperial Army.

As a newly inducted Imperial Soldier into the Horuset Powerbase, you are a Private with the specialisation of "Infantry"; the default specialisation that all others can draw from. As a result, Imperial characters that are recently coming out of the Imperial Academy's basic training will have ability sheets that could look similar to what they initially have on them. From the Imperial Academy, six skills are taught to the soldiers, two of which are completely mandatory to succeed in the academy, which are listed in this thread that details Imperial skills and training.

For Imperial Soldiers, your two mandatory abilities are "Weapons Training" and "Piloting", both of which must be at 3 (Beginner). Outside of the mandatory fields, a Private can select one ability to be at "3 (Beginner)", one ability to be at "2 (N/A)" and one ability to be at "1 (N/A". With each of those indicators meaning the same as what they mean for Acolytes. This sees Imperial Soldiers with a slight ability advantage over Acolytes at the start.

Below is an example of an Imperial Private's ability sheet. This Private is aiming more towards becoming a full-on front-line soldier, first in and last out. As such, they've focused on making sure their armour training is high alongside their explosives training and with an inkling of first aid, in case they or one of their comrades gets injured. They have not devoted any time towards Hand-to-Hand Combat at the academy, but that doesn't mean they can't pick it up once they're started in RP in HH.





Specialisation - Infantry

Rank: Army Private


Weaponry: Stage
Weapons Training 3 (Beginner)
Armour Proficiency: Stage
Armour Training 3 (Beginner)
Other: Stage
First Aid 1 (N/A)
Piloting 3 (Beginner)
Explosives 2 (N/A)




Conclusion

The above is the standard maximum guideline within House Horuset and is not the expected result. If a Private came with the ability in Slicing and Combat Knives to the detriment of the skills they were taught within the Imperial Academy, they would be able to have such skills from a backstory. Likewise, if an Acolyte came with those same skills, they would be able to keep them to the detriment of their abilities with the force that they may have learned from time spent on Korriban. As said earlier, a character does not have to have any of these abilities except Weapons Training and Piloting for a Private; they may come to House Horuset with none of the above and learn all of it through roleplay within the guild.

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Ongoing Crisis
The Republic Marches amongst lit fires!


The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

((OOC: Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state will determine how strong the Republic will be in given areas area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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