Combat Master #13: (Not) The Last Changelog

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Combat Master #13: (Not) The Last Changelog

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Going to be keeping this one short and sweet, folks. Not much to say because everything has been projects and more projects. I will give a super quick update on a few things though. Creative Writing Workshop has more or less finished. Going to talk over the final assignment with the remaining participants and then submit the final results to Farrin. From there comes more of the planning and takeaways from that. More to come in the future.

Armor is still going to be a thing and we presented the groundwork to Sarin recently. The ball is back in the collective court of Evant and I, so more to be done. But close, and really excited by what we feel is going to be an extremely simple implementation for everyone involved. Fun times and what not.

Venue review is chugging along, we have proofed all existing venues, though not implemented said proofing as yet, and are actually adding four new venues alongside this report. I continue to highly encourage people to be proactive within their clans when it comes to these. My ideal is to have each clan with the same number of venues available. To this end, I emailed every single clan's upper summit team. If you want to see part of your clan cemented into the ACC system, I recommend you start prodding your summits!

With that said, I have acquired a single-use license from James to do this report as a changelog rather than an actual report. So, here it comes.

Table of Contents

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Changelog

Added

Force Projection
Type: Feat
Modifies: Illusion
Rank: Elder 2
Description: {{member}} can create a projected version of {{gender:himself,herself}} through the Force, so long as they remain stationary, in a meditative state, and commit {{gender:his,her}} complete concentration to guiding it. The projection must resemble {{member}} in appearance, but can be created wearing the Elder’s choice of attire and equipment. This ability's range is limited to the same planet as longer distances can become taxing and will lead to death. Physical attacks will phase harmlessly through these projections, meaning they cannot take damage, but they can also not physically interact with or affect anything material themselves.


Force-link
Type: Feat
Tier: GM
Pairing: Telepathy
Description: {{member}} can forge a strong connection to between two Force-users, granting them the ability to communicate across vast distances as if standing in front of one another. The result is a tangible presence where each sees the other as if they were in the same space, though with no control over when or how this will occur.

Removed

No Match for the Power of the Dark Side
Type: Feat
Tier: Journeyman

Changed

I See What You Did There
Type: Feat
Tier: Equite
Description: {{member}} is accustomed to relying on their Perception to catch the little tells that reveal what's real and what isn't. When appraising an Illusion, {{member}} can reject the fabrication by focusing on these giveaways.


Saber Throw
Type: Feat
Tier: Journeyman
Description: {{member}} has honed their control over Telekinesis to the point that {{gender:he,she}} has moved beyond merely throwing their lightsaber at a target like a projectile. {{gender:He,She}} is able to control the path of their thrown saber, moving it along an arcing vector that returns immediately to {{gender:his,her}} outstretched hand.


Familiar Steel
Type: Feat
Tier: Equite
Description: {{member}} has trained vigorously with {{gender:his,her}} specific melee weapon of choice, and suffers no penalty when using a duplicate of this weapon in {{gender:his,her}} offhand. This allows {{member}} to use {{gender:his,her}} Dual Wielding skill at the same level as {{gender:his,her}} Weapon Skill when brandishing a pair of {{gender:his,her}} favored weapon. (This weapon should be noted in the "Loadout Description” and does not apply to Lightsabers)


'Two Hands'
Type: Feat
Tier: Equite
Description: {{member}} has trained vigorously with {{gender:his,her}} specific ranged weapon of choice, and suffers no penalty when using using a duplicate of this weapon in {{gender:his,her}} offhand. This allows {{member}} to use {{gender:his,her}} Dual Wielding skill at the same level as {{gender:his,her}} Weapon Skill when brandishing a pair of {{gender:his,her}} favored weapons. (This weapon should be noted in ‘Weapons Loadout”.)


Iron Skin I
Type: Feat
Tier: Journeyman
Description: Juggernauts know how to take a hit better than most. {{member}} can dig {{gender:his,her}} heels into the ground and, with full concentration, momentarily steel {{gender:his,her}} body against impact to prevent {{gender:himself,herself}} from being staggered, knocked back, or thrown off {{gender:his,her}} feet otherwise.


Iron Skin II
Type: Feat
Tier: Equite
Description: The Juggernaut has learned to more quickly harden {{gender:his,her}} body with the Force. As long as {{member}} has {{gender:his,her}} feet planted, {{gender:he,she}} only needs partial concentration to momentarily steel {{gender:his,her}} body against impact to prevent {{gender:himself,herself}} from being staggered, knocked back, or thrown off {{gender:his,her}} feet otherwise.


Iron Skin III
Type: Feat
Tier: Elder
Description: An Elder Juggernaut is seldom knocked off {{gender:his,her}} feet, even when {{gender:he,she}} is not able to plant them. {{member}} can momentarily steel {{gender:his,her}} body at will like a sheet of Mandalorian Iron in order to prevent {{gender:himself,herself}} from being staggered, knocked back, or thrown off {{gender:his,her}} feet otherwise.


Force Pulse I
Type: Feat
Tier: Journeyman
Description: As a Journeyman, {{member}} can use Suppression to dampen the baseline effects of Force-imbued ailments that slow, hinder, stun, or disorient {{gender:himself,herself}} and a single ally in close proximity as long as {{gender:his,her}} full concentration is on the task. This ability works against Slow, Illusion, Blackness, Blinding, and Terror.


Force Pulse II
Type: Feat
Tier: Equite
Description: {{member}} can use Suppression to negate the midline effects of Force-imbued ailments that slow, hinder, stun, or disorient {{gender:himself,herself}} and a cluster of allies in close proximity as long as {{gender:his,her}} full concentration is on the task. This ability works against Slow, Illusion, Blackness, Blinding, and Terror.


Force Pulse III Type: Feat
Tier: Elder
Description: {{member}} can use Suppression to negate the full effects of Force-imbued ailments that slow, hinder, stun, or disorient a cluster of allies in close proximity as long as {{gender:his,her}} full concentration is on the task. This ability works against Slow, Illusion, Blackness, Blinding, and Terror.


Endurance
Type: Skill
Measures how long an individual can maintain their peak Athletic ability and full Might. It weighs how well your character maintains their stamina through obstacles like fatigue and non-inhibiting wounds (doesn’t prevent proper functioning), maintaining their level of physical stamina over a period of time despite feeling pain or tiredness.

+0 Daily activity is a breeze, but you often find yourself winded after trying to chase down an escaped nerf or otherwise physically exerting yourself. You find most non-inhibiting wounds difficult to push past.

+1 You’ve gotten yourself into basic shape and can easily run up and down stairs all day or go for a run through an obstacle course. Your physical skills will deteriorate if you don’t get enough rest between skirmishes, but you can still maintain your stamina despite superficial, non-inhibiting wounds.

+2 On par with a seasoned military soldier. You go on long-distance runs daily and rarely get winded unless under heavy duress or wounded. You can come out of a bar-room brawl panting but are able to keep going about your daily activities. Lack of sleep and non-inhibiting wounds will catch up with you after a short time.

+3 You can function at the peak of your abilities when battered and on as little as an hour or so of sleep each night. You can maintain your physical abilities even with moderate, non-inhibiting wounds, and can finish a marathon panting but able to function after some down time.

+4 After finishing running a marathon, you are ready to run another. Even with non-inhibiting wounds, you can keep pushing your body with little sleep, and it will take a while for it to catch up with you.

+5 Even with severe, non-inhibiting wounds, you can push your body without need for rest. You can maintain your full athleticism and strength even in the 11th hour of the 7th day.


Might
Type: Skill
Measure an individual's capacity for raw feats of physical strength. Might represents the force that can be applied towards moving, throwing, or otherwise displacing matter when uninjured, well rested, or otherwise in peak condition. It is indicative of the force behind attacks as well as labor oriented tasks.

+0 You can go about the daily activity of interacting with objects like boxes, bags, or weapons. Anything that you can get a grip on can be moved, lifted, or thrown, but heavy objects relative to your body weight will cause strain. Untrained attacks won't do much beyond annoy others when full force is applied.

+1 You are able to lift large boxes, carry heavy bags and know the basics of leveraging your physicality for optimal output. Untrained attacks will hurt but not disorient an opponent.

+2 Heavy boxes, bags, and large objects such as metal chairs offer little difficulty and you know exactly how to leverage your physicality with enough preparation. Untrained attacks will leave an unprotected opponent shaken when full force is applied.

+3 You can handle heavy objects like tables and weights with ease and you can leverage your physicality in the heat of the moment. Untrained attacks will leave an unprotected opponent disoriented when full force is applied.

+4 You can, with enough effort and time, perform superhuman feats of strength and leverage your physicality at all times. Untrained attacks will leave an unprotected opponent knocked out when full force is applied.

+5 Superhuman feats of strength are commonplace, leaving an impression of raw power and full control over your physicality. Untrained attacks will leave an unprotected opponent with broken bones when full force is applied.


Pilot (S)
Type: Skill
An individual’s ability to identify, control, and operate starfighters, speeder bikes, pod-racers, small freighters, and other space or ground vehicles that require a single pilot. An individual would also have a basic understanding of how to engage and use the weaponry on their vehicle relative to their skill level. Piloting (S) also covers the character's effectiveness in using jetpacks or jetboots in combat.

+0 You can operate transport vehicles like speeder bikes and jetpacks, but will be at a loss in an actual cockpit of a pod racer or starfighter without some kind of autopilot or assistance.

+1 You know the basics of piloting smaller vehicles and know your way around a single type of vehicle. You can execute basic handling maneuvers and coordinate with a squadron.

+2 You know your way around several small vehicles and can execute coordinated maneuvers and formations. You understand the technical requirements needed for ships to run and can communicate with support crews.

+3 You have a keen understanding of how to operate a wide range of popular, smaller vehicles used in the galaxy. You can pull off stunts that seasoned operators would tip a hat to. You know the finer details of what's required to keep your ships running.

+4 Seasoned operators are jealous at how easily you can pick up operating new vehicles you're unfamiliar with, considering you an "Ace". You know every element of what keeps a ship running and can manipulate the on-board systems to ensure the best performance while managing a small number of additional targets.

+5 You know every detail of every small vehicle used in the galaxy. Even if you haven't personally operated one, you've memorized the manual and can use your talent to figure out the rest as you go without anyone realizing you're not an expert. You can manipulate the on-board systems to ensure the best performance while managing a large number of additional targets at once.


Telepathy
Type: Power
Telepathy is the ability to instantly receive or read the thoughts and intentions of others. This power is more suited to utilitarian applications but can still be applied to combative scenarios. With training, it becomes easier to send more complex messages while tapping into the passive thoughts and intentions of others. Even tapping into multiple minds becomes possible for a skilled practitioner. While it is possible to communicate over great distances with those the user has forged a strong bond with, generally the practitioner must be near the individual.

+1 At an early stage, the Jedi must apply their full concentration for several seconds to affect a single mind. It is a struggle to convey anything beyond a simple concept, such as a call for help, and the Jedi cannot touch on the passive thoughts or intentions of others.

+2 With further study, the Jedi can more easily convey full messages to a single mind but still requires several seconds of concentration to do so. They can convey simple concepts easily when not under duress and even pick up vague intentions and a general idea of another's passive thoughts.

+3 With consistent training, the Jedi can communicate easily with a single mind, but still requires several seconds of concentration to tap into multiple individuals. At this level, the user can glimpse passive thoughts of a single target while actively concentrating and can pick up on their intentions.

+4 A Jedi adept at Telepathy can communicate with multiple individuals easily. When not under duress, they can glimpse the passive thoughts and intentions of multiple minds while actively concentrating.

+5 Mastery over Telepathy affords the Jedi the ability to communicate with others effortlessly. It is almost quicker to communicate mentally as opposed to using actual words. They can glimpse the passive thoughts and intentions of multiple minds while actively concentrating.

Duration: This effect lasts as long as the caster's concentration is maintained.


Precognition
Type: Power
Precognition is the Jedi’s ability to perceive immediate and intentional danger to themself through the Force as it enters their sphere of awareness — which is a fancy way of saying the space around the immediate person. This power often manifests itself in the form of gut intuition to dodge an incoming attack, like a slight nudge or “voice” advising them to duck under a blaster bolt that would have otherwise split their forehead.

+1 The Jedi is able to sense imminent danger to their person, but often only a heartbeat or two before it occurs.

+2 As the Jedi learns to trust their instincts, they can sense danger within two or three heartbeats before it happens, affording them the opportunity to react.

+3 With further training, the Jedi may perceive danger several heartbeats in advance and, if able, can not only avoid harm but start to formulate a plan of action to avoid further harm from follow up attacks.

+4 The instincts of a fully trained Jedi are sharp and focused, allowing the user to perceive danger several heartbeats in advance and even as intentions shift in a single moment, giving them time to not only dodge effectively if able, but figure out a countermeasure.

+5 A master of Precognition can not only perceive imminent danger, but with enough time to formulate and, if able, execute a countermeasure preemptively.

Duration: Precognition provides instantaneous, momentary feelings and impressions of intentional dangers that threaten their sphere of awareness.


Telekinesis
Type: Power
Telekinesis is the ability to lift, move and otherwise manipulate objects using the power of the Force— the energy that connects all things together — by directing it to enact their will. The result is a tangible manipulation of the Force as an energy that can be applied towards utilitarian uses as well as combative ones. This encompasses pushing, pulling, gripping, lifting, or even throwing physical objects, though the laws of physics still apply. Because of this, it is far easier to move something within a vacuum than an object in motion, where the user is working against gravity. Special training (Feats) allows for more advanced combat techniques.

+1 At an early stage, the Jedi must put his full concentration for several seconds on a single object to will it to move. While it is difficult to lift something heavier than their physical limitations would allow, it is still possible with enough uninterrupted application of focus and effort. A hand gesture is required to help focus the mind.

+2 With an effort of will, the Jedi can concentrate for a second to freely manipulate multiple objects while not under duress and can exceed their physical limitations. A hand gesture is required to help focus the mind.

+3 Allied with the Force, the Jedi can wield Telekinesis in the heat of battle. Most objects can be moved instantaneously, so long as no opposing force is applied, and sizable objects take a few seconds of concentration.

+4 The Jedi can now finely manipulate the world around them, even intricate objects such as mechanical locks, with the Force. It is well beyond merely a power to lift rocks.

+5 A master of Telekinesis can now easily and instantly influence physical objects of any shape or size with the appropriate concentration.

Duration: Telekinesis is a power that requires absolute mental control. As long as the Jedi can maintain his or her focus, the power can be wielded. However, as one gains mastery over Telekinesis, it becomes more difficult to break the Jedi's concentration.


Mind Trick
Type: Power
The Mind Trick is one of the most famous uses of the Force in that it gives the Jedi the ability to directly affect the mind of another sentient being. The memories, thoughts, and opinions of a target are left open to the user's machinations and can be manipulated temporarily. This allows for the target to be more easily swayed or nudged in the direction the user desires, even forcing them into unconsciousness if strong enough. It also allows for memories to be probed and even implanted, or opinions to be altered. Unlike Manipulation or Interrogation, this ability is instantaneous and thus can be useful in combat or other real-time scenarios.

+1 Initially, a Jedi can influence the mind of a target with their full concentration. A hand gesture is required to help focus the mind.

+2 With further training, the Jedi can influence the mind of a target with partial concentration. A hand gesture is required to help focus the mind.

+3 With consistent training, the Jedi can more easily influence their target with minimal concentration against those of lesser Resolve.

+4 The Jedi can influence the minds of their target with only a few moments of concentration, even in the midst of battle and against those of lesser Resolve.

+5 A Master of the Jedi Mind Trick can effortlessly influence the will of those with lesser Resolve as easily as breathing.

Duration: Absent outside influences, the effect of a Mind Trick typically lingers for at least a few minutes until the subject begins to question why that that idea in the first place. If directly confronted about idea implanted by Mind Trick, though, the subject may ‘snap out of it’ sooner.

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Venue Additions

The following venues have been added to the system and are now available:

Crait: Former Rebel Base
Mustafar: Interrogation Facility
Malachor: Sith Temple
Coruscant: Club Kasakar

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Now Hiring - Two Judges

There are two openings for judges coming for folks. We have Aul and Aura stepping down from their positions and that opens things up for new folks. I'd like to thank them both for their contributions thus far!

For members interested in applying, the following is a list of requirements you'll need to address:

Responsibilities

  • Grading ACC Matches.
  • Grading ACC Qualification Exams.
  • Keeping up to date with the ACC Rubric, Guideline, and Policy adjustments.
  • Assisting the Combat Master with projects.
  • Contribute input to discussions on the CS Mechanics, additions, and revisions.

Required Qualifications

  • ACC Qualified
  • Passed (100%): ACC Combat Studies Exam
  • Strong command of English language, writing and grammar
  • Experience as a proofreader.
  • Keen eye and attention to details.
  • An example of one ACC match you have participated in that you feel shows your understanding of the systems you'd be judging

New Judges will go through the same training that all previous judges have:

  • You will co-grade 2 matches with the Combat Master.
  • You will co-grade 2 ACC Qualification Exams with the Combat Master.

All applications are to be sent to the Combat Master ([Log in to view e-mail addresses]) with the following in their subject: [ACC:J App]

I will be filtering e-mails based on the above, so if you don't want it lost in the aether I recommend using it. Final selection will be made by Wednesday, January 31st at the latest, with the Combat Master reserving the right to select early. Good luck to all those who apply.

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ACC Exams

Remember, any questions on ACC mechanics, the CSs, or features, email [Log in to view e-mail addresses]. We do check this email, and often. Best way to get a proper response with all the staff on the same page.

Thanks for reading,

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I am SO HAPPY FOR THE TELEPATHY UPDATE!

So many Skill updates! Gonna need to update my Pilot points. Thank you Atra (and Judges/ACC staff) for all your work!

I like to see the updates. A shiny change-log/report. :D

I really like the updates and the timely turn around in response to the TLJ.

Helps when you start the change planning half a month before the movie comes out! Then you just need to move quickly after that.

Yay! Nicely done, excellent changes :)

Very nice, the updated skills are a major improvement overall. Thank you for performing those re-writes.

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