Icefuse Networks
System
January 18th, 2019
Force Cloak Rules
1. Jedi/Sith has to have been captured and executed after 15 min of a person cloaking or once the cloaking mission has ended.
1i. You may not be cloaked as a Guard job or high command.
2. Must Roll 70 or higher you successfully cloak yourself, you may switch to a padawan / acolyte skin
2i. You must advert whenever you enter cloak. Advert: /advert (Silent Advert) A Jedi/Sith Is Now Cloaked XX:??
3. While Cloak they must have the following name: “Sith/Jedi CL (Captured Persons Branch) (Captured Persons Rank) (Captured persons Name)”
4. If the information was successfully extracted during an interrogation.
4i. Sith being cloaked example: Sith ST Lord lll Rexi
4ii. Jedi Being cloaked example: Jedi IS Lord lll Rexi
4iii. Cloaking can last up to 15 min.
4iv. 20 minutes cooldown before anyone can cloak again
4v. If a person was the latest person to be cloaked, they can’t cloak for the next 40 min.
4vi. While Cloaked you are impersonating the previously captured Jedi/Sith and can therefore not ignite their lightsaber or engage in combat, doing so will render the person uncloaked.
5. When passing a check-in desk or if a guard has inquired about identification. you must roll higher than the Guard, or you will be call out for being an imposter.
5i. The respective Temple Guards / Dark guards can only roll the cloaked individual for their identification if they are acting strange, in places they shouldn't be, or by check in desks
5ii. Guards can only roll on a individual once per, suspicious event, Caught places they shouldn't be or check in desks.
6. All communication while being cloaked has to be done through /Dark, /Light or /Comms.
6i. Using /Dark, /Light or /Comms while cloaked in an enemy DB will compromise your identity.
6ii. Not doing so will be consider Metagaming or FailRP.
January 20th, 2019
Spy Guidelines
1. You may not spy as a Temple Guard or Dark Guard job or high command.
1ii. Only Assassin: Special Operations, Assassin T2 Donators or Sentinels may conduct spy missions
2. Must Roll 70 or higher to become a Spy, and may switch to a Padawan/Acolyte skin form your own faction. or switch to your default branch/branch officer/, skin (you may switch to AS “T1 Spy Skin”, if donator of that tier and part of AS or AS ASO,)
2i. You must advert whenever you start spying. Advert: /advert (Silent Advert) A Jedi/Sith Is Now Spying XX:??
3. While spying they must have the following name: “Sith/Jedi (A jedi/sith Branch) (rank) Spy ”
3i. Depending on what rank you are determines how high a rank you can spy as.
3ii. Rolling guidelines
3iii. If you fail your second, third or fourth roll you must go as the rank you have rolled to. Example (Failing your third roll will place you as a Jedi/Sith Non-Commissioned Officer)
3v. Jedi spy example: Sith IS Lord l Dessaix
3vi. Spying can last up to 15 min.
4. There is a 20 minute cooldown before anyone can spy again, Jedi and Sith have separate cooldowns.
4i. If a person was the latest person to spy, they can’t spy for the next 40 min.
5. While Spying you are pretending to be a Jedi/Sith and can therefore not ignite their lightsaber or engage in combat, doing so will render the person uncloaked.
5i. The respective Temple Guards / Dark guards can only roll the Spy for their identification if they are acting strange, in places they shouldn't be, or by check in desks
5ii. Guards can only roll on a individual once per, suspicious event, Caught places they shouldn't be or check in desks.
6. All communication while spying has to be done through /Dark, /Light or /Comms.
6i. Using /Dark, /Light or /Comms while spying in an enemy DB will compromise your identity.
6ii. Not doing so will be consider Metagaming or FailRP.
Assassination Mission Guidelines
1. A Debrief/Bunk Debrief must be held before an Assassination can take place.
2. Once an Advert has gone through, the target is not allowed to leave the planet until the assassination mission is over.
3. An assassination Mission can last for up to 15 min.
3i. There is a 20 min Cooldown before an Assassination can take place.
4. Other branches, or branch members are not allowed to assist during in the mission.
5. During an assassination mission, the target should be searched for on all planets except for their respective temple planets.
6. Upon death, the attacking team is not allowed to return.
7. The target is not allowed to hide out of the map/out of bounds, or any spot that would require assistance to get to.
8. An assassination cannot be called on someone in a sit or someone who is AFK.
9. The assassination has to consist of 4+ members before it can be called.
10. Targets should be kept to Lord V/Knight V+ ranks.
11. If the target is on their respective temple planet. They are not allowed to switch roles to seek the target out, or to go to the planet before the advert has gone through.
11i. Those who are spying is exempt from this
When an Assassination Mission has been called they must advert using the template given below
/advert (Branch/Sub-Branch) Assassination Mission on (Planet) - Target (Target) (Time-Stamp)
Sith Example: /advert AS Assassination Mission on Tython - Target: Grandmaster Yoda XX:34
Jedi Example: /advert SL Assassination Mission on Korriban - Target: Darth Revan XX:34
January 27th, 2019
Disguise Guidelines
1. You may not disguise as a Temple Guard or Dark Guard job or high command.
1i. Only Cyborg Knights may disguise themselves
2. Must have kidnapped a Jedi / Sith in the Jail located in the Eternal Palace
2i. You must follow the roleplay steps listed in the Cyborg Knights guidelines
3. While disguised they must have the name of the kidnapped as their own name
3i. Example, if the kidnapped's name is: Sith IS Lord l Dessaix
3ii. The Cyborg Knights name would be Disguised IS Lord I Dessaix
4. There is a 10 minute cooldown before anyone can disguise again
5. While disguised you are pretending to be a Jedi/Sith and can therefore not ignite their lightsaber or initiate combat, doing so will render the person revealed.
5i. The respective Temple Guards / Dark guards can only roll the Disguised for their identification if they are acting strange, in places they shouldn't be, or by check in desks
5ii. Guards can only roll on a individual once per, suspicious event, Caught places they shouldn't be or check in desks.
6. All communication while spying has to be done through /Comms [EE]
Mind Control Guidelines
1. Only Scions may control minds
1i. NZ [Nathema Zealot] may control minds as they are an extension of the Scions
2. High command are too powerful with the force and can resist the mind control
3. Must have a Jedi/Sith captured in the Eternal Palace
3i. Follow all guidelines pertaining to roleplay steps found in the Scions Handbook
4. Once a Jedi/Sith has been successfully broken down, the mind control may commence
5. The Jedi/Sith MUST follow the Scions direct orders, not doing so is considered FailRP
6. Jedi/Sith are exempt from following orders that relate to: RDM, or any Branch Specific guidelines
EG. A Temple guard does not have to follow orders to stay in robes off of Tython
7. If you are under mind control you may not directly state so, doing so is considered FailRP
8. You may only be controlled for 20 minutes maximum
9. There is a 20 minute cool down per mind control [Faction Wide Timer]
Force Aura Guidelines
1. Only Nathema Zealots may hide their true identity [Use force aura]
2. Scions have ONE chance to hide their identity
3. If the roll is successful the Nathema Zealot has freedom to choose which faction to disguise as
4. When in the threat of being killed or captured by a Jedi/Sith, a Nathema Zealot can choose to /roll, if they are able to roll above a 50, they may disguise their allegiance to the Eternal Empire and hide their identity to the aggressor.
EX: As a Jedi is about to attack, the Nathema Zealot may type /me attempts to use force aura, and then type /roll, if they roll above a 50, they may state to the Jedi that they are a Jedi or a Sith [Nathema Zealots choice]
4i. If a Nathema Zealot is captured as a "Jedi" the Sith may sell them to the opposing factions.
4ii. If a Nathema Zealot is captured as a "Sith" the Jedi may sell them to the opposing factions
5. Each Nathema Zealot may use Force Aura once every 10 minutes [Each Nathema Zealot has an individual timer]
Kidnapping Guidelines
1. Kidnapping missions may only be called by KV+ in Heralds
1i. Only Heralds may participate in kidnapping missions
2. A debrief must be held prior to the mission
3. After debrief all Heralds must head to Tython/Korriban to kidnap their target
4. Kidnapping missions have a maximum of 15 minutes
4i. The cool down per mission is 10 minutes
5. The target may not leave the planet once the advert has been sent
5i. If the target is not on their home planet, they must return at once
6. The target must be within the temple of their home planet, they may not exit until the Heralds are dead or the 15 minutes are up
6i. The heralds have one life to complete their mission, once they die they must return to debrief
Force Cloak Rules
1. Jedi/Sith has to have been captured and executed after 15 min of a person cloaking or once the cloaking mission has ended.
1i. You may not be cloaked as a Guard job or high command.
2. Must Roll 70 or higher you successfully cloak yourself, you may switch to a padawan / acolyte skin
2i. You must advert whenever you enter cloak. Advert: /advert (Silent Advert) A Jedi/Sith Is Now Cloaked XX:??
3. While Cloak they must have the following name: “Sith/Jedi CL (Captured Persons Branch) (Captured Persons Rank) (Captured persons Name)”
4. If the information was successfully extracted during an interrogation.
4i. Sith being cloaked example: Sith ST Lord lll Rexi
4ii. Jedi Being cloaked example: Jedi IS Lord lll Rexi
4iii. Cloaking can last up to 15 min.
4iv. 20 minutes cooldown before anyone can cloak again
4v. If a person was the latest person to be cloaked, they can’t cloak for the next 40 min.
4vi. While Cloaked you are impersonating the previously captured Jedi/Sith and can therefore not ignite their lightsaber or engage in combat, doing so will render the person uncloaked.
5. When passing a check-in desk or if a guard has inquired about identification. you must roll higher than the Guard, or you will be call out for being an imposter.
5i. The respective Temple Guards / Dark guards can only roll the cloaked individual for their identification if they are acting strange, in places they shouldn't be, or by check in desks
5ii. Guards can only roll on a individual once per, suspicious event, Caught places they shouldn't be or check in desks.
6. All communication while being cloaked has to be done through /Dark, /Light or /Comms.
6i. Using /Dark, /Light or /Comms while cloaked in an enemy DB will compromise your identity.
6ii. Not doing so will be consider Metagaming or FailRP.
January 20th, 2019
Spy Guidelines
1. You may not spy as a Temple Guard or Dark Guard job or high command.
1ii. Only Assassin: Special Operations, Assassin T2 Donators or Sentinels may conduct spy missions
2. Must Roll 70 or higher to become a Spy, and may switch to a Padawan/Acolyte skin form your own faction. or switch to your default branch/branch officer/, skin (you may switch to AS “T1 Spy Skin”, if donator of that tier and part of AS or AS ASO,)
2i. You must advert whenever you start spying. Advert: /advert (Silent Advert) A Jedi/Sith Is Now Spying XX:??
3. While spying they must have the following name: “Sith/Jedi (A jedi/sith Branch) (rank) Spy ”
3i. Depending on what rank you are determines how high a rank you can spy as.
3ii. Rolling guidelines
3iii. If you fail your second, third or fourth roll you must go as the rank you have rolled to. Example (Failing your third roll will place you as a Jedi/Sith Non-Commissioned Officer)
- First Roll - You must roll above a 60 to become an Enlisted Spy Jedi/Sith Member
- Second Roll - you must roll above a 70 to become an NCO Spy Jedi/Sith Member
- Third roll - You must roll above 80 once more to become an Officer Spy Jedi/Sith Member
- Fourth roll - You must roll over 90 to become an Senior Officer Spy Jedi/Sith Member
3v. Jedi spy example: Sith IS Lord l Dessaix
3vi. Spying can last up to 15 min.
4. There is a 20 minute cooldown before anyone can spy again, Jedi and Sith have separate cooldowns.
4i. If a person was the latest person to spy, they can’t spy for the next 40 min.
5. While Spying you are pretending to be a Jedi/Sith and can therefore not ignite their lightsaber or engage in combat, doing so will render the person uncloaked.
5i. The respective Temple Guards / Dark guards can only roll the Spy for their identification if they are acting strange, in places they shouldn't be, or by check in desks
5ii. Guards can only roll on a individual once per, suspicious event, Caught places they shouldn't be or check in desks.
6. All communication while spying has to be done through /Dark, /Light or /Comms.
6i. Using /Dark, /Light or /Comms while spying in an enemy DB will compromise your identity.
6ii. Not doing so will be consider Metagaming or FailRP.
Assassination Mission Guidelines
1. A Debrief/Bunk Debrief must be held before an Assassination can take place.
2. Once an Advert has gone through, the target is not allowed to leave the planet until the assassination mission is over.
3. An assassination Mission can last for up to 15 min.
3i. There is a 20 min Cooldown before an Assassination can take place.
4. Other branches, or branch members are not allowed to assist during in the mission.
5. During an assassination mission, the target should be searched for on all planets except for their respective temple planets.
6. Upon death, the attacking team is not allowed to return.
7. The target is not allowed to hide out of the map/out of bounds, or any spot that would require assistance to get to.
8. An assassination cannot be called on someone in a sit or someone who is AFK.
9. The assassination has to consist of 4+ members before it can be called.
10. Targets should be kept to Lord V/Knight V+ ranks.
11. If the target is on their respective temple planet. They are not allowed to switch roles to seek the target out, or to go to the planet before the advert has gone through.
11i. Those who are spying is exempt from this
When an Assassination Mission has been called they must advert using the template given below
/advert (Branch/Sub-Branch) Assassination Mission on (Planet) - Target (Target) (Time-Stamp)
Sith Example: /advert AS Assassination Mission on Tython - Target: Grandmaster Yoda XX:34
Jedi Example: /advert SL Assassination Mission on Korriban - Target: Darth Revan XX:34
January 27th, 2019
Disguise Guidelines
1. You may not disguise as a Temple Guard or Dark Guard job or high command.
1i. Only Cyborg Knights may disguise themselves
2. Must have kidnapped a Jedi / Sith in the Jail located in the Eternal Palace
2i. You must follow the roleplay steps listed in the Cyborg Knights guidelines
3. While disguised they must have the name of the kidnapped as their own name
3i. Example, if the kidnapped's name is: Sith IS Lord l Dessaix
3ii. The Cyborg Knights name would be Disguised IS Lord I Dessaix
4. There is a 10 minute cooldown before anyone can disguise again
5. While disguised you are pretending to be a Jedi/Sith and can therefore not ignite their lightsaber or initiate combat, doing so will render the person revealed.
5i. The respective Temple Guards / Dark guards can only roll the Disguised for their identification if they are acting strange, in places they shouldn't be, or by check in desks
5ii. Guards can only roll on a individual once per, suspicious event, Caught places they shouldn't be or check in desks.
6. All communication while spying has to be done through /Comms [EE]
Mind Control Guidelines
1. Only Scions may control minds
1i. NZ [Nathema Zealot] may control minds as they are an extension of the Scions
2. High command are too powerful with the force and can resist the mind control
3. Must have a Jedi/Sith captured in the Eternal Palace
3i. Follow all guidelines pertaining to roleplay steps found in the Scions Handbook
4. Once a Jedi/Sith has been successfully broken down, the mind control may commence
5. The Jedi/Sith MUST follow the Scions direct orders, not doing so is considered FailRP
6. Jedi/Sith are exempt from following orders that relate to: RDM, or any Branch Specific guidelines
EG. A Temple guard does not have to follow orders to stay in robes off of Tython
7. If you are under mind control you may not directly state so, doing so is considered FailRP
8. You may only be controlled for 20 minutes maximum
9. There is a 20 minute cool down per mind control [Faction Wide Timer]
Force Aura Guidelines
1. Only Nathema Zealots may hide their true identity [Use force aura]
2. Scions have ONE chance to hide their identity
3. If the roll is successful the Nathema Zealot has freedom to choose which faction to disguise as
4. When in the threat of being killed or captured by a Jedi/Sith, a Nathema Zealot can choose to /roll, if they are able to roll above a 50, they may disguise their allegiance to the Eternal Empire and hide their identity to the aggressor.
EX: As a Jedi is about to attack, the Nathema Zealot may type /me attempts to use force aura, and then type /roll, if they roll above a 50, they may state to the Jedi that they are a Jedi or a Sith [Nathema Zealots choice]
4i. If a Nathema Zealot is captured as a "Jedi" the Sith may sell them to the opposing factions.
4ii. If a Nathema Zealot is captured as a "Sith" the Jedi may sell them to the opposing factions
5. Each Nathema Zealot may use Force Aura once every 10 minutes [Each Nathema Zealot has an individual timer]
Kidnapping Guidelines
1. Kidnapping missions may only be called by KV+ in Heralds
1i. Only Heralds may participate in kidnapping missions
2. A debrief must be held prior to the mission
3. After debrief all Heralds must head to Tython/Korriban to kidnap their target
4. Kidnapping missions have a maximum of 15 minutes
4i. The cool down per mission is 10 minutes
5. The target may not leave the planet once the advert has been sent
5i. If the target is not on their home planet, they must return at once
6. The target must be within the temple of their home planet, they may not exit until the Heralds are dead or the 15 minutes are up
6i. The heralds have one life to complete their mission, once they die they must return to debrief
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