Speed is... weird. Star Wars as a fictional series is quite off in its consistency, let alone the inconsistencies caused by merging Legends and Canon. We have done our best to create a standardised speed system which will add layers and detail to RP which many people have been requesting.
IMPORTANT NOTICE: Your speed tier is your maximum speed. As such, if your opponent is not going all out straight from the beginning, the lines become a bit more blurred. Darth Sidious doing the ultimate bad-mouth to taunt someone could reduce his speed so a Tier H could keep up with him. It’s extremely circumstantial.
Unlike Force Users, who can move from A to B at these incredible speeds, you cannot. What you can do is observe these fast people move if you have the required speed level. You can also briefly move your body at these speeds, as well as limbs and reaction time.
Essentially, non Force Users work off combat speed; while Force Users work off combat speed and travel speed.
Speed works in two forms: Visibility and Keep Up.
Visibility is what your eyes can physically track. Beyond this point, when your opponent is moving at their fastest, you cannot physically see them. It is as if they are teleporting or invisible. As such, this could be seen as one’s maximum cut off point as to what they can actually beat in a fight. As seen below, Low C is typically the speed at which people can begin disappearing from the eyesight of most.
The visibility does has a catch. Someone can move faster than you can see, but they still have to stop to hit you. If their attacks are weak and cannot damage you, just can beat them when they stop moving!
Keep-Up is one's ability to comfortably defeat someone at their best. In a raw, physical combat contest, people above your Keep Up will likely overwhelm your defence. I could physically keep up with Bruce Lee, but will I be able to do so in a comfortable way in a combat scenario? Probably not…
It should be noted that the Keep Up is NOT YOUR LIMIT. Using the Force, using the environment, playing the battle smart, having a buff, weakness in your opponent; all of these things can turn the tide of a battle. Furthermore...
In a combat scenario, it is possible to go past one’s Keep Up through determination and pushing one’s self. However, this doesn’t last very long and is likely to leave one physically and emotionally exhausted after doing so, and extremely open to attack. So, be wary.
Contextually, it is up to the Dungeon Master presiding over the battle to decide how long this lasts and the effects of doing so, depending on the context of both battle and character.
This act of a temporary speed increase will be expanded on below...
Moving up the speed is a vital part of moving up the tier list, and increasing your abilities can only take you so far. At some point, you need to get faster. But the process is tricky, and this will be elaborated on below.
There are two ways to move up. Permanently and Temporarily.
There's a new speed system in town, one that works through the logic that your character should naturally get faster as they get stronger. Thus, this will work off a system similar to that of the Group Training system.
Every time you move up the Tier List through means of training or feats (so rewards for challenges that move you up don't count), or you rank up any ability to Proficient or higher; this accumulates points.
Once you gather enough points, you can expend them for that character. And one of these things you can purchase is an increase to your speed; though you can purchase other things such as a high-risk high-reward roulette spin, or a task skip, strength increases, durability increases, and more. But for now, the system just covers speed, and will potentially be updated to include these other things later.
The system is designed to reward players for their progress, and allow characters to scale in natural capability according to their strength; and it means that players aren't limited to a particular placement until they have to wait for a speed buff to be deigned upon them.
More details on this can be found:
HERE
Temporarily is the speed increase one gets from techniques. Force Valour, Force Rage, the use of Stims etc. will all temporarily buff your speed tier. However, there is a catch.
If you go faster than your keep up limit, you’re going to get exhausted much faster. And if you go above your visibility limit without increasing your visibility, you’re going to not be able to see where you are going. Not even with Force Sight.
In terms of abilities, The Mastery and Extreme Mastery allows one to use a speed technique in combination with another efficiently
Yoda has The Mastery in Force Valour, so he could use Force Speed in combination with it efficiently
You can combine any ability at any level, but if one or both or whatever is below Extreme Mastery, it will be energetically draining (especially based on the demand of the ability itself)
When increasing your speed through a technique, it is a REQUIREMENT to state what the speed change is, i.e. “Malak uses Force Rage to go from Middle C speed to Middle B speed”. Not doing so will render the action void. The only exception to this rule is the DM DM’ing the combat scenario in question.
If you are ever confused, feel free to reach out to #StemmedAxis06 or ask for help in <#rp-discussion>. The user-base is sure to help!
Techniques That Increase Speed
One must specify for every action. The selection is:
Visibility
Will increase Visibility by one level
Two levels at Extreme Mastery
Keep-Up
Will increase Keep-Up by one level
Two levels at Extreme Mastery
Strength
Will move you up one Strength Bracket to a maximum of Superhuman (or, if one is Beyond Peak Human or above, +2 Tier, i.e. if Superhuman, than Extreme is the limit, etc)
Two Strength Brackets at Extreme Mastery
Durability
Will move you up one Durability Bracket to a maximum of Superhuman (or, if one is Beyond Peak Human or above, +2 Tier, i.e. if Superhuman, than Extreme is the limit, etc)
Two Durability Brackets at Extreme Mastery
To note:
Upgrading the ability allows one to either stack the same attribute multiple times, or use multiple
Proficient
Can simultaneously use two attributes
Highly Proficient
Can simultaneously use two attributes, or stack the same one twice
Mastery
Can simultaneously use three attributes, or stack the same one twice
Extreme Mastery
Can simultaneously use three attributes, or stack the same one thrice
The Mastery
Can simultaneously use four attributes, or stack the same one four times
The Master
Can simultaneously use four attributes, or stack the same one five times
This ability cannot be used in combination with other stat enhancing abilities.
The Mastery - Increases by two tiers (Visibility and Keep Up)
For example, go from Low C to Low A
Mastery - Increases by one tier (Visibility and Keep Up)
For example, going from Low B to Low A
Proficient - Increases by one level (Visibility and Keep Up)
For example, going from Low B to Middle B
When one exits Force Rage and if they have not fallen to the Dark Side, the user is extremely susceptible to manipulation and mind-altering techniques; and a non-Fallen user will not be inclined to engage in combat due to moral contemplation.
Force Abilities are stronger and faster with Force Rage.
The Mastery - Increases by two tiers (Visibility and Keep Up)
For example, go from Low C to Low A
Mastery - Increases by one tier (Visibility and Keep Up)
For example, going from Low B to Low A
Proficient - Increases by one level (Visibility and Keep Up)
For example, going from Low B to Middle B
Increases the speed and strength of Force Abilities, as well as the speed of the user. However, the user is completely blood-lusted and will attack anyone on sight, also prone to being manipulated easily and removes the Mental Shielding skill for the duration. Cannot exit the technique until all around the user is destroyed
Proficient - Increases by one tier (Visibility and Keep Up)
For example, go from Low E to Low D
Mastery - Increases by two tiers (Visibility and Keep Up)
For example, go from Low E to Low C
Extreme Mastery - Increases by three tiers (Visibility and Keep Up)
For example, go from Low E to Low B
The Mastery - Increases by four tiers (Visibility and Keep Up)
For example, go from Low E to Low A
Must specify for every action. Not a combat viable ability unless doing a dash attack.
Skilled - Increase movement speed to the level of your Combat Speed
Proficient - Increase movement speed to a +1 level of your Combat Speed
Highly Proficient - Increase movement speed to +2 levels of your Combat Speed
Mastery - Increase movement speed and Visibility to +3 levels of your Combat Speed
Extreme Mastery - Increase movement speed and Visibility to +4 levels of your Combat Speed
The Mastery - Increase movement speed and Visibility to +5 levels of your Combat Speed
The Master - Increase movement speed and Visibility to +6 levels of your Combat Speed
Only can be used on others, not on yourself
Proficiency - Will increase allies speed by one level (Visibility and Keep Up)
For example, going from Low C to Middle C
Mastery - Will increase allies speed by two levels (Visibility and Keep Up)
For example, going from Low C to High C
Vaapad forms a superconductive loop with your opponent's Dark Side, bolstering your capability in combat.
This occurs through 2 methods:
Feeding of the user's own darkness. This should be seen as a zen equivalent of standard Force Rage.
Forming a Superconductive Loop with a Dark Sider. This adds more speed to the user, and if the opponent's speed still exceeds this limit, Vaapad can match the user to this level.
Vaapad cannot be used in conjunction with other speed modifiers.
Specific value increases can be found below:
This ability is countered by Force Resistance and does not affect Visibility.
Drain is a concentration ability, thus it cannot be used while performing other combat actions. Drain can also be used to replenish the user's Stamina reserves.
Skilled - Decrease your opponent's Keep Up by one level while this ability is active
Proficient - Decrease your opponent's Keep Up by two levels while this ability is active
Highly Proficient - Decrease your opponent's Keep Up by three levels while this ability is active
Mastery - Decrease your opponent's Keep Up by four levels while this ability is active
Extreme Mastery - Decrease your opponent's Keep Up by five levels while this ability is active
The Mastery - Decrease your opponent's Keep Up by six levels while this ability is active
Force Slow is a mental ability that affects a target both physically and mentally. It is directly blocked by Thought Shield and other psychic mental defences.
For every level of Mental Shielding the opponent has above the skill level in Force Slow/Affliction/Plague, this ability loses capacity. Those with Extraordinary Willpower can also counter this ability to some degree.
These techniques do not make you move faster. If someone were to teleport behind you, their body would still move at their assigned speed. You can just move from one place to the other instantaneously plus the time it takes to actually start the teleportation process
Shatterpoint
The Mastery - Increases Visibility by two tiers
If you can only see a High C move, you can now see up to a High A
Mastery - Increases Visibility by one tier
If you can only see a High C move, you can now see up to a High B
Proficiency - Increases Visibility by one level
If you can only see a High C move, you can now see up to a Low B move
Forced Shatterpoint
The Mastery - Increases Visibility by one tier
If you can only see a High C move, you can now see up to a High B
Mastery - Increases Visibility by 2 levels
If you can only see a High C move, you can now see up to a Middle B
High Proficiency - Increases Visibility by one level
If you can only see a High C move, you can now see up to a Low B move
This ability cannot be stopped through conventional means, though it's effectiveness can be reduced through Force Resistance ).
This ability bolsters the speed/capabilities of the user while simultaneously lowering that of the individual affected.
This is a concentration-based ability, in that the user must disengage from combat to use it before re-engaging.
The speed at which one's lightsabers can move with Telekinetic Lightsaber Combat changes with skill level:
Proficient = Sabers move at +1 level above base speed
Highly Proficient = Sabers move at +2 levels above base speed
Mastery = Sabers move at +3 levels above base speed
Extreme Mastery = Sabers move at +4 levels above base speed
The Mastery = Sabers move at +5 levels above base speed
The Master = Sabers move at +6 levels above base speed
Reaching Highly Proficient in Teräs Käsi provides the user with a +1 speed addition to their flat, base speed.
When facing against a Force User, Teräs Käsi-based attacks move at the following speed levels (cannot be used by Force Users themselves):
Proficient
+1 level to Keep Up
Extreme Mastery
+2 levels to Keep Up
The Master
+3 levels to Keep Up
Void Sage was an ability that allowed a Void Being to find an interim between their organic and true form, and for non-Void Beings, a means to channel the Void into their being directly, as opposed to serving as a conduit.
Void Sage required a 10-minute meditation process to enter, wherein the user had to remain perfectly still and calm, keeping their mind completely empty. If the user was interrupted or fails to meet these conditions, and does not instantly drop the process (which will also provide the drawbacks of Void Sage), they will either instantly reach the last level of Void Sickness or vanish from existence entirely.
Force Users using this technique would be completely cut off from the Force, even for the time after the ability drops. The physical backlash until the user reached the level of Mastery would also cause them complete paralysis after usage.
The process lasts 30 minutes, though those with Mastery or higher can extend that time, to detrimental consequences they lost upon reaching that level of skill in the ability.
Skilled
+2 levels increase to Visibility and Keep Up
Proficient
+3 levels increase to Visibility and Keep Up
Strength Increase
Highly Proficient
+4 levels increase to Visibility and Keep Up
Strength Increase
Mastery
+5 levels increase to Visibility and Keep Up
Strength Increase
Sensory Ability
Extreme Mastery
+6 levels increase to Visibility and Keep Up
Strength Increase
Sensory Ability
The Mastery
+9 levels increase to Visibility and Keep Up
Strength Increase
Sensory Ability
Air Walking was the ability that allowed the user to step on the air itself.
The ability provided the user with a movement speed at different levels, as well as the ability to use kick-based attacks at higher speed.
Skilled
Natural movement speed at -3 levels of Keep Up
Proficient
Natural movement at -2 levels of Keep Up
Air Walking-boosted kicks at +1 levels of Keep Up
Highly Proficient
Natural movement speed at -1 level of Keep Up
Air Walking-boosted kicks at +2 levels of Keep Up
Mastery
Keep-Up becomes flat speed
Air Walking-boosted kicks at +3 levels
Extreme Mastery
Natural movement at +1 level of Keep Up
Air Walking-boosted kicks at +4 levels
The Mastery
Natural movement at +2 levels of Keep Up
Air Walking-boosted kicks at +5 levels
The Master
Natural movement at +3 levels of Keep Up
Air Walking-boosted kicks at +6 levels
Nightsister Enhancement was a less-potent form of other Force Enhancement abilities, but had the benefit of being a passive Battle Meditation, providing a larger buff to allies.
However, the ability required the user forming a deep connection with those they wished to enhance, which could have extremely negative effects for either user.
The first of which being that any damage the targets of enhancement take is also received by the caster.
The second being that if the caster was defeated without severing the connection, a dangerous magick surge would occur within the enhancement target.
Lastly, the connection could be exploited in a manner similar to other such connections, wherein the link could be hijacked by an external Force User/psychic to breach past Thought Shields and other such defences that would normally be impenetrable.
Proficient
Provides +1 level to Keep Up and Visibility to both target and caster
Can form a single connection
Mastery
Provides +2 levels to Keep Up and Visibility for the caster
Provides +4 levels to Keep Up and Visibility for targets
Can form up to five connections
The Mastery
Provides +3 levels to Keep Up and Visibility for the caster
Provides +6 levels to Keep Up and Visibility for targets
Can form up to ten connections
Feast of Blades (formerly known as Reverse Vaapad) gains speed for every Force User in direct proximity with the user. The ability is a ritual that requires concentration and prep until Extreme Mastery, after which it only requires the latter. Cannot form connections with allies.
It cannot be used in combination with other speed enhancement abilities.
Feast of Blades gains speed based on the tier of the opponent being connected to, with each speed buff gained individually based on the number of opponents the user can succeessfully form connections to:
Full Body Concentration is a vampiric technique that overrides the brain's muscular limiters via self-biting and forced brain chemistry alteration, granting access to the full physical limits of the body.
This massively boosts strength, durability, and speed. Sustained use tears muscle fibre faster than regeneration can repair it, progressively damaging the user. This technique also lowers Mental Shielding due to blood lust caused by starvation.
Cannot be combined with other physical enhancement abilities. Nullifies added regeneration when used.
Proficient
+1 level to Strength, Durability, and Speed
Lowers Mental Shielding by 1 level per 32 user actions
Mastery
+1 tier to Speed, Strength, and Durability
Lowers Mental Shielding by 1 level every 3 user actions
The Mastery
+2 tiers to Speed, Strength, and Durability
Lowers Mental Shielding by 1 level every user action
The total number of people the user is able to form connections with depends on the skill in the ability:
Begun Training
1 opponent
Skilled
2 opponents
Proficient
3 opponents
Highly Proficient
5 opponents
Mastery
8 opponents
Extreme Mastery
12 opponents
The Mastery
18 opponents
The Master
25 opponents
A Stim allows one to temporarily increase their speed during combat. It can be used by both Force Users and non-Force Users. ALL stims can cause addiction to different degrees.
Usage by Force Users reduces connection to the Force.
There are five kinds of stims:
Ultra-Stim
An Ultra-Stim will increase speed by two tiers. (Visibility and Keep Up)
Only one Ultra-Stim in any context is needed to cause stim addiction.
Ultra-Stims can only be made by an individual with Extreme Mastery in Chemistry and above, and can be done by altering a Hyper-Stim in a chemistry lab.
This stim lasts an entire event.
Hyper-Stim
A Hyper-Stim will increase speed by one tier. (Visibility and Keep Up)
Using two Hyper-Stims in the same arc (or per month if user changes arcs) will cause stim addiction.
Hyper-Stims can only be made by an individual with Mastery in Chemistry or above, and can be done by altering a Super-Stim in a chemistry lab.
This stim lasts an entire event/fight
Super-Stim
A Super-Stim will increase speed by two levels. (Visibility and Keep Up)
Using three of these in the same arc (or per month if user changes arcs) will cause stim addiction.
Super-Stims can be made by an individual with Highly Proficient in Chemistry or above, and can be done by altering a Stim in a chemistry lab. They can also be purchased for a high price in the relevant store.
This stim lasts an entire event/fight
Stim
A Stim will increase speed by one level. (Visibility and Keep Up)
Using five of these in the same arc (or per month if user changes arcs) will cause stim addiction.
This stim lasts an entire event/fight
Lesser Stim
A Lesser Stim has no speed combat effects, and are the ones we see in some lore. Increased vigour, dull pain, can stay awake longer, etc. These will cause a contextual stim addiction.
Increasing the limit of stims is possible with:
The Treatment & Aid skill (performed by player or someone externally) skill. A procedure must be performed on the affected player by at least one real-life day after ingestion.
The Mechanical Mind skill to produce a cybernetic.
The Master - Increase the Ultra-Stim limit to three, total stim addiction immunity for all other stim types
The Mastery - Increase the Ultra-Stim limit to two, increase the Hyper-Stim limit to five, increase the Super-Stim limit to 15, increase the Stim limit to 30
Extreme Mastery - Increase the Hyper-Stim limit to three, increase the Super-Stim limit to 10, increase the Stim limit to 20
Mastery - Increase the Super-Stim limit to five, increase the Stim limit to 15
Highly Proficient - Increase the Stim limit to 10
Stim Addiction is caused when one takes too many stims. Contextually, you will get addicted to stims eventually if you use them often, and this will likely be determined by your GDM in time; as we will be keeping an eye on stim use. Once stim addicted, players are required to take stims every day, or they suffer a one tier drop in speed until the addiction is broken (which can be determined in a plot by your Group Dungeon Master).
Depending on which stim caused the addiction will contextually change the severity stim addiction.
Disclaimer: Mixing stim types will not allow one to avoid limitations. For example, taking a Hyper-Stim and Super-Stim will be added up on a scalar basis and will contribute to one another's stim limits, etc.