Training

Training is a vital part of the the roleplay on the server, and what many spend their time in RP doing. It is what typically allows people to rank up their abilities and thus grow their characters in strength.

Training itself is measured in hours and minutes.

Training can be done in two ways.

Passive Training

Passively, meaning you just leave a message saying “X Character trains in Y for Z hours”.

  • Passive Training can be done 8 hours per day. During this time, one cannot RP as that character during the time of passive training. You will still be able to play any other character you own, as long as they are not passive training too!

  • If you passive train at all in one day, passive training is prohibited the next day.


  • You can only passive train in one ability at a time, and it can only be done on abilities you have.

Force Users, in regards to their Force Abilities, can passive train three abilities at a time.

  • Alternatively, they can forgo doing passive and use that passive training slot to meditate; and once that is done, they get a x2 multiplier for one training session in the 24 hours after.


  • Passive training can be done from Begun Training. However, until one reaches Proficient level, they must passive train assuming someone with Highly Proficient or above is passively training/teaching you. Once the Proficient level is reached, they can start passively training on their own.

One cannot passively teach until they reach Highly Proficient in an ability.

Breaching any of these rules will result in the technique being unrefined.


  • When one's character gets used to passive train another, be that through permission the player has granted or actively done by the player, this takes up the passive slot of both teacher and learner.


  • Passive training does not get multipliers added to it


  • If you passive train while you sleep, it means your character doesn't sleep and you get exhaustion debuffs.


  • You must write a message to stop training at the time you said you would, with 5 minute margins on either side. Missing it invalidates the training.

For example, if you say you are going to finish passive training at 18:00, then you must write your finishing message between 17:55 and 18:05.

Active Training

Actively, which means you do RP manually with another person, typically someone well versed in the ability you want to train in. This can have numbers multiplied to it to increase the training time, which will be explained later in the page.

Active Training is vital, and cannot be ignored in favour of pure passive training. There will need to be legitimate sessions contained within the hours, and you will be asked to continue training until @StemmedAxis06 feels it is sufficient. Furthermore, to upgrade to the next level of an ability, a feat is typically required. But this will also be explained later.

There are designated training channels where one is allowed to do training in. They are as follows:

  • #gar-training

  • #cis-training

  • #ee-training

  • #gs-training

  • #sith-training

  • #training-room

  • #just-like-the-simulations

  • #actual-fleet-training

As stated throughout this page, players can teach other players with their characters so they can learn abilities faster, or teaching itself is a necessity when one begins to learn an ability.

When one teaches other players enough, the number of hours trained can provide a multiplier that the teacher can use for their own personal training. The multipliers follow the following levels:

  • Top Tier Teacher level provides a constant x1.75 multiplier

  • High Tier Teacher level provides a constant x1.5 multiplier

  • Average Tier Teacher level provides a constant x1.4 multiplier

  • Low Tier Teacher level provides a constant x1.25 multiplier

  • Lowest Tier Teacher level provides a constant x1.15 multiplier

Be sure to track through your own method the number of teaching hours you have, with message links to the training sessions, and you can send this to StemmedAxis06#2372 at any time for him to assess if you qualify for one of/the next teacher level.

Since training is an hour-based system, if it is discovered training is taking place in a channel that DMs do not have access to (unless only @StemmedAxis06 has sanctioned); or training sessions are being dragged out deliberately for time extensions, the following may take place:

  • The training gets retconned

  • The character belonging to the player gets nerfed

  • The factions belonging to both player and DM get nerfed

  • The DM in question has their role removed

Any exceptions to this must be approved by a Group Dungeon Master. Make sure to tell your Group Dungeon Master when you are done training so they can log it!

Feats

It is a requirement to get a feat to upgrade an ability before any future hours are permitted to be trained in.

For example, say you train 200 hours, which is enough to get you to Highly Proficient. Well, you need to get a feat and have it approved, and for the ability to the next level on your profile; before you can add more hours to that ability.

Once you reach an hour threshold, no more hours may be added to that ability until you get a feat submitted and approved.

Spreadsheet to Calculate Training Times

A spreadsheet to calculate training times for Force Users can be found here. It is recommended you SAVE A COPY FOR YOURSELF, as opposed to using the main one. This is because if someone else is using the main one, then you cannot use it. If for whatever bizarre reason you are using the main one, make sure to clean up after yourself!


A Non-Force User sheet is still a work in progress!

As for updates to this sheet, the link will be updated whenever one is released; and users will be notified through #rp-announcements.

Likeness Bonus

The likeness bonus is a multiplier that makes techniques easier to learn if one has a similar technique under their skillset, meaning learning the foundation techniques helps one down the line in learning more advanced techniques.


For the likeness bonus to actually kick in, one needs a minimum of proficient.


Values of the Likeness Bonus

  • Proficient in the similar technique provides a:

    • 1.15 multiplier

  • Highly Proficient in the similar technique provides a:

    • 1.25 multiplier

  • Mastery in the similar technique provides a:

    • 1.35 multiplier

  • Extreme Mastery in the similar technique provides a:

    • 1.5 multiplier

  • The Mastery in the similar technique provides a:

    • 1.75 multiplier

  • The Master in the similar technique provides a:

    • 2.0 multiplier


Abilities Subject to the Likeness Bonus

Below are the list of abilities that receive a likeness bonus from knowing another ability at Proficient or above. It should be noted that some abilities cannot be found here due to being part of the Prerequisite section.


  • Rakatan Force Saber Combat receives a likeness bonus from Juyo.


  • Makashi, Soresu, Ataru, Form V, Niman, and Juyo receive a likeness bonus from Shii-Cho.


  • Dagger Combat receives a likeness bonus from Knife Combat.


  • Knife Combat receives a likeness bonus from Dagger Combat.


  • Shii-Cho receives a likeness bonus from Temple Sabre Combat.


  • Blaster Rifles receive a likeness bonus from Blaster Carbines.


  • Blaster Carbines receive a likeness bonus from Blaster Rifles.


  • Blaster Rifles receive a likeness bonus from Disruptors.


  • Kinetic Rifles receive a likeness bonus from Blaster Rifles.


  • Sniper Rifles receive a likeness bonus from Blaster Rifles.


  • Blaster Rifles receive a likeness bonus from Sniper Rifles.


  • Electrostaffs receive a likeness bonus from Staffs.


  • Handmaiden Hand-to-Hand receives a likeness bonus from Temple Hand-to-Hand and Street Hand-to-Hand.


  • Dun Moch receives a likeness bonus from Manipulation.


  • Slicing receives a likeness bonus from Mechanical Mind.


  • Throwing Knives receives a likeness bonus from Throwables.


  • Force Deflection receives a likeness bonus from Tutaminis.


  • Force Barrier receives a likeness bonus from Protection Bubble.


  • Telekinetic Lightsaber Combat receives a likeness bonus from Saber Throw and Saber Barrier.


  • Saber Barrier and Saber Throw receive a likeness bonus from Telekinetic Lightsaber Combat.


  • Force Crush, Force Kill, and Force Wound all receive likeness bonuses from one another.


  • Dominate Mind receives a likeness bonus from Mind Trick.


  • Force Destruction and Force Burst receive likeness bonuses from one another.


  • Wall of Light receives a likeness bonus from Force Light.

Prerequisite Abilities

Prerequisite abilities are abilities one must learn before learning other abilities. The ability must be at a minimum of Proficient before learning the next stage of the ability.


These are listed below:


  • One must learn Force Push before learning Force Wave, Force Repulse, Force Blast, Force Burst, Force Destruction, Force Throw, and Force Whirlwind.


  • One must learn Force Pull before learning Force Rend and Force Disarm.


  • One must learn Force Grip before learning Force Kill, Force Crush, and Force Orb.


  • One must learn Force Lightning before learning Force Storm (Lightning Variant), Chain Lightning, Lightning Shield, Lightning Grenade, Lightning Bomb, and Lightning Burst.


  • One must learn Force Slow before learning Force Affliction.


  • One must learn Force Affliction before learning Force Plague.


  • One must learn Force Fear before learning Force Horror.


  • One must learn Force Horror before learning Force Insanity.


  • One must learn Prakith Hand-to-Hand Combat before learning Knights of Prakith Hand-to-Hand Combat.


  • One must learn Jetpacks before learning Mandalorian Sabre Combat.


Non-Force User Skills

Standard Times

As with other abilities, a feat is needed to get to the next stage of an ability. Hours cannot be completely done by passive training, and a user may be asked to do more training sessions until management is satisfied enough time has been dedicated.

Passive Training cannot be done on one’s own until one reaches Proficient, until then, it must be done with a teacher.

These are the base times for any ability of the non-Force User variety. The timings are as follows:


Hours Needed To Go To Skilled: 20 hours


Hours Needed To Go To Proficient: 75 hours


Hours Needed To Go To Highly Proficient: 200 hours


Hours Needed To Go To Mastery: 500 hours


Hours Needed To Go To Extreme Mastery: 1000 hours


Hours Needed To Go To The Mastery: N/A (Determined on a case by case by Windu)


Hours Needed To Go To The Master: N/A (Determined on a case-by-case by Windu)

Factors of Multiplication

There are several factors of multiplication .

Injuries

    • To be physically injured means you have a harder time to learn abilities, or some abilities are even restricted. The list is as follows:

      • You have a minor injury (cuts, concussion, illness, etc)

          • Will decrease the time by 5% (0.95 multiplier)

      • You have a moderate injury (gashes, bedridden, hospitalisation, could die if untreated, etc)

          • Will decrease the time by 15% (0.85 multiplier)

      • You have a serious injury (will die if left untreated, etc)

          • Will decrease the time by 45% (0.55 multiplier)

      • You have a nigh-fatal injury (will die if not treated immediately, and for the period post-healing, etc)

          • Will decrease the time by 75% (0.25 multiplier)

      • Cybernetics

          • You cannot learn certain abilities such as lightning, tutaminis, judgement, etc for those cybernetic parts


  • You are suffering mental debilitation, meaning you have a harder time learning abilities. The list is as follows:

    • Exhaustion from lack of sleep, physical drain, time of the training session (doing so at night will do this), or too many training sessions per day (2 per day maximum unless your character is an exception, to which the relevant people will be notified)

            • Will decrease time by 10% (0.90 multiplier)

    • Insanity/Mental Instability

            • Will decrease time by 25% (0.75 multiplier)

    • Grief

            • Will decrease time by 15% (0.85 multiplier)

    • Nightmares

            • Will decrease time by 2% (0.98 multiplier)


Skill of Teacher

  • Skilled and Proficient

      • 5% increase (1.05 multiplier)

      • Technique will be listed as unrefined

  • Highly Proficient

      • 10% increase (1.10 multiplier)

  • Mastery

      • 15% increase (1.15 multiplier)

  • Extreme Mastery

      • 35% increase (1.35 multiplier)

  • The Mastery

      • 120% increase (2.20 multiplier)

  • The Master

      • 200% increase (4.00 multiplier)


Weapon Instinct

  • Weapon Instinct only applies for skills that fall under the All Weapon Types section.

  • Skilled and Proficient