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Horuset Dice System

#1
Horuset Dice System
[Image: fight-art.jpg]

House Horuset contains many Sith and Imperials, from the lowest of Acolytes and Privates to powerful Dark Lords of the Sith or special forces soldiers. Every character in the guild has a character sheet, which gives an idea of what they are capable of, but in addition, they have a dice which dictates their rough power. This is used to let a character know at a glance how they stack up to another character and to limit the effectiveness of attacking a superior character before your character is ready to do so. They are somewhat generalised to a typical Sith experience, so if your Sith does not match them exactly but grows more powerful in a unique way, it will also be considered for dice-ups. The Dice for Sith characters are explained below:

Sith Dice

DiceRequirements and Description
1d6Not used for player characters, but it is the dice we assume they had at their Sith Academy before joining.
2d6A new acolyte character joins with 2d6.
3d6An experienced acolyte who has passed either two trials or has otherwise participated in 2 deadly guild events and lived to tell the tale. At least 1 month since joining the guild is required.

One 3 (Adept) can be gained at this level.
4d6The earliest levels of apprentice or the most experienced acolyte. This is achieved by either:
  • Gaining Apprenticeship under a Household Sith or Lord of the Sith and lasting one month. During this time, the apprentice must be active and must begin to work towards their future as a Sith, in whatever form this takes. An example of this would be a martially focused Sith applying to join the warrior program.
  • Remaining as an acolyte for three months since 3d6 and making noticeable contributions to the powerbase, such as attending operations and events.
Multiple 3 (Adepts) can be gained at this level.
5d6A mid-level apprentice, 5d6 is earned by spending at least three months since their last dice up progressing and working towards in-character goals and progression.

One 3 (Expert) can be gained at this level
6d6A high-level apprentice or the earliest level of household Sith, they must have made meaningful progress towards their goals at this point, growing as a character not only in terms of power but in terms of respect and personality. A Sith who is immature or fails to commit to the dark side is unlikely to meet the criteria to move up to this dice. Five months since their last dice-up is the minimum to rank up. 
Sith that are 6d6 and above will be subject to activity checks. 5d6 and below are exempt. 

Multiple 3 (Experts) can be gained at this level in skills that the Sith has put a great deal of work into.
7d6A Sith of some renown and skill, likely at this point a household Sith. They must have developed skills and assets of their own and must show clear motivation and drive to grow. A Sith who fails to commit to the dark side will never reach this level. Six months since their last dice-up is the minimum to rank up.

One 3 (Master) can be gained at this level in a skill that the Sith is highly experienced in.
8d6A Sith at this level must have developed political power all their own. They should almost certainly be a Household Sith with apprentices, a specialisation in which the average Sith does not match them, and they must show clear momentum on their quest towards the top. Seven months since their last dice-up is the minimum to rank up.

Multiple 3 (Masters) can be gained at this level, but there is a very limited number available to each Sith. Do not expect anything but your highest-level skills to end up here. 3-4 is typically the maximum except in exceptional cases.
9d6A powerful Sith and perhaps a Lord of the Sith in their own right. They should be an expert in their field, the default expert for others who need advice on their specialised subject. It is at this point that this clear specialisation should begin to show.

Eight months since their last dice-up is the minimum to rank up.
10d6One of the most powerful Sith in the powerbase, respected and likely feared by most others. They must have everything a lower-level Sith has but more. More power, more expertise, more assets and servants.

Nine months since their last dice-up is the minimum to rank up. Every three to four months, a Sith at this level’s activity will be reviewed. If they are not active within the powerbase, there is a real risk they will be diced down.
11d6Almost at the peak of power, a Sith here will have vast influence, skill and depth of assets.

Ten months since their last dice-up is the minimum to rank up. Every three to four months, a Sith at this level’s activity will be reviewed. If they are not active within the powerbase, there is a real risk they will be diced down.
12d6The peak of power in the powerbase. A Lord of the Sith and perhaps even a Darth (or soon to become one) with vast quantities of strength both in the force and in their gathered possessions. It is only at this level that a Sith even dare to look upwards at the throne and say “what if?”.

Eleven months since their last dice-up is the minimum to rank up. Every three to four months, a Sith at this level’s activity will be reviewed. If they are not active within the powerbase, there is a real risk they will be diced down.

The reason the cap is here is to compress the top level of Sith enough that an inactive Sith Lord with no allies is likely prey for those who are active and can field allies of their own.
Dark LordThere is only one at a time, and it can only be taken, never given. Functionally, this is treated as 13d6 for force resistance purposes. A dark lord is vastly powerful, but not invincible.

The Dark Lord may also be an NPC for the purposes of storytelling. If the Dark Lord's player is inactive, the guild team may take over the character to give orders to the guild in the meantime, and this will be reviewed on a six-monthly basis.

Dice for Imperials are a little different. They do not have force resistance, so even a force push from an acolyte will throw them back if they are hit. Instead, their power comes from being skilled enough to avoid the danger or to overwhelm the force user before they can bring their might to bear. Non-combat skills such as medicine are not limited by dice. It is explained below:

Imperial and NFU Dice

DiceRequirements and Description
1d4Not used for player characters, but it is the dice we assume they had when they were an average trooper in the Empire
2d4You have been noticed as an above-average soldier and recruited into Horuset’s special forces program.
3d4A more experienced Soldier that has participated in 2 guild events or operations and lived to tell the tale. At least 1 month since joining the guild is required.

One combat-related 3 (Adept) can be gained at this level. Non-combat skills such as medicine are not limited by dice.
4d4A soldier who has been a present force in Horuset for some time. Likely has received promotions and medals in their service and has begun to carve out a specialisation.

One month since their last dice-up is the minimum to rank up.

Multiple combat-related 3 (Adepts) can be gained at this level.
5d4This is the typical level of a Horuset Guard or other elite Horuset forces. At this point, their threat is such that they can even fight weak force users to some degree, though lacking the Force, they must rely on surprise, stealth and subterfuge to do so.

Three months since their last dice-up is the minimum to rank up.

One combat-related 3 (Expert) can be gained at this level
6d4A dangerous and skilled fighter, capable of working both in teams, as a squad leader and undertaking solo work as an asset of the Empire. Likely has custom gear, cybernetics and otherwise deadly equipment.

Five months since their last dice-up is the minimum to rank up.

Multiple 3 (Experts) can be gained at this level in skills the Soldier has specialised in.
7d4Everything from the below tiers but more. A Soldier (or even Agent) who can regularly undertake some of the toughest missions and come out unscathed.

Six months since their last dice-up is the minimum to rank up.

One 3 (Master) can be gained at this level in a skill that the Soldier is highly experienced in
8d4This is the level of the current leader of the Horuset Guards. A genuinely scary prospect to fight, even for Sith and Jedi. To reach this point, unaugmented by cybernetics, would be a genuine achievement. Most likely any who are here are heavily modified.

Seven months since their last dice-up is the minimum to rank up.

Multiple 3 (Masters) can be gained at this level, but there is a very limited number available to each Soldier. Do not expect anything but your highest-level skills to end up here. 3-4 is typically the maximum except in exceptional cases.
9d4A threatening prospect for anyone to fight, even in groups. Likely has extremely good gear and is trained to use it near flawlessly.

Eight months since their last dice-up is the minimum to rank up. Every six months, a Soldier at this level’s activity will be reviewed. If they are not active within the powerbase, there is a real risk they will be diced down.
10d4The peak of non-force users who are not actual characters in Star Wars. Deadly and terrifying.

Nine months since their last dice-up is the minimum to rank up. Every six months, a Soldier at this level’s activity will be reviewed. If they are not active within the powerbase, there is a real risk they will be diced down.

Rank has nothing to do with power. A general might not be any good in a physical fight, and an unruly private who has served for many years might have a much higher dice for serving a long time. Until now, Imperial dice were originally given as 1d4 and to convert to the new system all Imperials will be diced up one die. For example a 3d4 in the old system will become 4d4 in the new system. Finally, unlike the Sith, Imperial soldiers would be diced down much more slowly.

Force Resistance

Foe’s difference in powerEffect
+4d6 or moreYou are eclipsed. Your direct force attacks will functionally do nothing to them. Maybe throw a chair at them and see what that does?

A force push may slide a foot slightly or push a limb, but they won't be sent flying or stagger.
+3d6You are outclassed. Whilst you can use the force upon them, its effects will be greatly blunted by their greater strength. Perhaps only a fraction of the effect will be possible to achieve.

A force push is able to pause them slightly, a weight of kinetic energy to push an arm out of the way. There is a measure of impact.
+2d6Your foe is superior to you, but not insurmountably. Your direct force attacks are noticeably reduced in effect upon them by a lot, but a well-placed and timed strike will still be capable of doing damage.

A force push could send you back halfway over a railing or staggering their attempt to run for you, shunting them back some distance.
+1d6They are better than you, but close enough in power as to see no significant difference in the effect of your attacks.

Your force pushes are almost equal to theirs, so that only someone closely matched could notice the difference.
Parity or betterThe full force of your attacks will hit them unhindered by force resistance.

Force resistance applies to direct force attacks against a force user, like chokes, force fear or force stun. It does not apply to lightning, throwing objects at others or any other power where you are creating danger that is independent of the force. It also does not apply to Imperials. Standing in Apprentice-level Pyrokinesis as a Sith Lord will burn you as surely as standing in a similarly powerful flamethrower. Throwing a knife with the Force is the same as throwing a knife physically.

In addition, creativity has proven itself successful in the past. From gathering support for a fight or your goals, to acts of assassination and political schemes. A dice does not make someone immune to the effects of a smart ploy.

Dice-Up times

A dice-up should take no longer than one week from when it is submitted to when it is either approved or denied. If it takes longer than this, the dice-up date will be recorded as one week from when the original ticket request was made for the purposes of timing future dice-ups.

Activity

House Horuset is an old guild by now, and we have members new and old. One's time availability is prone to change over the long-term rp journey we all are on, so when people read 'activity', the team's perspective is from that angle.

You won't be expected to be online x amount of days in a week, but to participate with the guild's rp to some degree. From posting an operation to the back-and-forth of holos in scheming and plotting. Day-to-day rp in-game can vary from a little 1-hour LFRP post to hours of sith'ing around in-game on a weekend night - any trip online does wonders to keep the RP flowing.

If you feel like creating lessons, little events or spontaneous fun ideas in the day-to-day, it's always good to see. The team can always be reached for a ticket if you need help to see those ideas come to life. If you have grander plans for deadly events/guild events or even warfronts? A ticket is the way.

Activity checks only apply to 6d6 and above to ensure a transition of power and a sense of progression in 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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