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| {{Regent}} | | {{Regent}} |
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| This [[Item Aspect Structure]] page outlines how Item Aspects are designed to work in the possessions system, including the flow of information and approvals. Note that members can only create custom aspects for a specific prototype item, only the Regent and staff can create global aspects that can apply to any item with an open Item Aspect slot. These custom aspects also require Regent staff approval. The structure of the item aspects in the system are carefully controlled and balanced by the Regent, to ensure balance in the possessions system while allowing an element of unique customization that enhances the member experience. | | This [[Item Aspect Structure]] page outlines how Item Aspects are designed to work in the possessions system, including the flow of information and approvals. Note that members can only create custom aspects for a specific prototype item and only the Regent and staff can create global aspects that can apply to any item with an open Item Aspect slot. These custom aspects also require Regent staff approval. The structure of the item aspects in the system are carefully controlled and balanced by the Regent, to ensure balance in the possessions system while allowing an element of unique customization that enhances the member experience. |
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| For the policy on exactly what must be followed to get a custom aspect approved, please see the: [[Item Aspect Approval Policy]]. | | For the policy on exactly what must be followed to get a custom aspect approved, please see the: [[Item Aspect Approval Policy]]. |
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| ===Global Aspects=== | | ===Global Aspects=== |
| Global Aspects are Item Aspects that can be applied to any Item Prototype and are restricted only by the Item Aspect Type. These can be owned by either a specific member, meaning only that member can make use of the global aspect or by the Public in which case it will be made available to all. It is the effort of the Regent staff to maintain a comprehensive and complete list available to members globally of all Item Aspect Types and many owned global aspects will be converted to the public space for use with potential modification. | | Global Aspects are Item Aspects that can be applied to any Item Prototype and are restricted only by the Item Aspect Type. These can be owned by either a specific member, meaning only that member can make use of the global aspect or by the Public, in which case it will be made available to all. It is the effort of the Regent staff to maintain a comprehensive and complete list available to members globally of all Item Aspect Types and many owned global aspects will be converted to the public space for use with potential modification. |
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| These Aspects can be either functional, adjusting the functionality of the item in some way, non-functional, or of various unique types to bring about certain role-playing elements. The major categories are discussed below and how they are implemented. | | These Aspects can be either functional, adjusting the functionality of the item in some way, non-functional, or of various unique types to bring about certain role-playing elements. The major categories are discussed below and how they are implemented. |
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| ====Unique Matched Aspects==== | | ====Unique Matched Aspects==== |
| A unique matched aspect is one that directly matches off with one specific item prototype. In every instance of this in the possessions system, there is one Item Aspect Type that exists only on one Item Prototype, with the specific intent to allow creative freedoms to members without the need to keep a huge wide range of Prototype Items in stock to cover a difficult to completely cover a set of items. Below exists a set of samples that exist in the possessions system, and their application is clearly explained in the description of an Item Aspect type. | | A unique matched aspect is one that directly matches off with one specific item prototype. In every instance of this in the possessions system, there is one Item Aspect Type that exists only on one Item Prototype, with the specific intent to allow creative freedoms to members without the need to keep a huge wide range of Prototype Items in stock to completely cover a set of items. Below exists a set of samples that exist in the possessions system, and their application is clearly explained in the description of an Item Aspect type. |
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| Some examples: | | Some examples: |
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| ====Armor Aspects==== | | ====Armor Aspects==== |
| What is worn is covered by both an armor slot, and a back slot. Each with a specific goal in mind but together making up what is worn. For armor, which all exists under the Item Type of Armor there are a few options described below that allow modification. While for the back slot, all of which exist under the Item Type of back, it is more limited as noted below. | | What is worn is covered by both an armor slot and a back slot, each with a specific goal in mind, but together making up what is worn. For armor, which all exists under the Item Type of Armor, there are a few options described below that allow modification. While for the back slot, all of which exist under the Item Type of Back, it is more limited as noted below. |
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| <ul> | | <ul> |
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| ====Land Vehicles==== | | ====Land Vehicles==== |
| Each member is able to own as many land vehicles as they can afford, but can select one to serve as the primary vehicle used by a member. Each of these can be customized in a variety of ways for a specific owner. These are split slightly depending on if a vehicle is combat oriented or not as the configuration changes considerably. All of these exist under the Item Type of Land Vehicle. | | Each member is able to own as many land vehicles as they can afford, but can select one to serve as the primary vehicle used by a member. Each of these can be customized in a variety of ways for a specific owner. These are split slightly depending on if a vehicle is combat oriented or not, as the configuration changes considerably. All of these exist under the Item Type of Land Vehicle. |
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| <ul> | | <ul> |
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| ====Space Vehicles==== | | ====Space Vehicles==== |
| Each member is able to own as many space vehicles as they can afford, but can select one to serve as the primary vehicle used by a member for space-oriented combat outside an atmosphere. Which Item Aspects are available depends on the capabilities of the space vehicle, all of which exist under th eItem Type of Space Vehicles. | | Each member is able to own as many space vehicles as they can afford, but can select one to serve as the primary vehicle used by a member for space-oriented combat outside an atmosphere. Which Item Aspects are available depends on the capabilities of the space vehicle, all of which exist under the Item Type of Space Vehicles. |
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| <ul> | | <ul> |
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| ====Lightsabers==== | | ====Lightsabers==== |
| As a long tradition in the Dark Jedi Brotherhood, there are specific ranks and milestones that allow certain lightsaber designs and functionality to be used by members. In order to properly keep this functionality in the possessions system. A specific set of Item Aspects thusly exist across a range of items. The Herald still carefully maintains the rank cosmetic milestones while the Regent attempts to manage functionality via the prototype items with the goal to be as simple and transparent as possible for members, but also keep specific lightsaber designs as special. | | As a long tradition in the Dark Jedi Brotherhood, there are specific ranks and milestones that allow certain lightsaber designs and functionality to be used by members. In order to properly keep this functionality in the possessions system a specific set of Item Aspects thus exist across a range of items. The Herald still carefully maintains the rank cosmetic milestones while the Regent attempts to manage functionality via the prototype items with the goal to be as simple and transparent as possible for members, but also keep specific lightsaber designs as special. |
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| <ul> | | <ul> |
| <li>'''Basic Lightsaber Cosmetic:''' The Basic Lightsaber Cosmetic Aspect is a non-functional cosmetic aspect that applies a basic set of color and design characteristics to lightsabers. </li> | | <li>'''Basic Lightsaber Cosmetic:''' The Basic Lightsaber Cosmetic Aspect is a non-functional cosmetic aspect that applies a basic set of color and design characteristics to lightsabers. </li> |
| <li>'''Advanced Lightsaber Cosmetic:'''</li> | | <li>'''Advanced Lightsaber Cosmetic:''' The Advanced Lightsaber Cosmetic Aspect is a non-functional cosmetic aspect that applies an advanced set of color and design characteristics to lightsabers.</li> |
| <li>'''Double-bladed Lightsaber Cosmetic:''' The Double-bladed Lightsaber Cosmetic Aspect is a non-functional cosmetic aspect that applies a set of color and unique or custom hilt design characteristics specific to double-bladed lightsabers. </li> | | <li>'''Double-bladed Lightsaber Cosmetic:''' The Double-bladed Lightsaber Cosmetic Aspect is a non-functional cosmetic aspect that applies a set of color and unique or custom hilt design characteristics specific to double-bladed lightsabers. </li> |
| <li>'''Elder Lightsaber Cosmetic:''' The Elder Lightsaber Cosmetic Aspect is a non-functional cosmetic aspect that applies an advanced set of color and unique or custom hilt design characteristics to lightsabers, as well as specific unique coloring and ultraviolet characteristics that can only be achieved in design by an Elder Force user. </li> | | <li>'''Elder Lightsaber Cosmetic:''' The Elder Lightsaber Cosmetic Aspect is a non-functional cosmetic aspect that applies an advanced set of color and unique or custom hilt design characteristics to lightsabers, as well as specific unique coloring and ultraviolet characteristics that can only be achieved in design by an Elder Force user. </li> |
| <li>'''Dual-Phase Lightsaber:''' The Dual-Phase Lightsaber Aspect is a unique functional aspect that modifies the Elder Lightsaber item and allows it to operate and function in multiple phases as defined by the aspect. Design characteristics achievable only by Elder Force users. </li> | | <li>'''Dual-Phase Lightsaber:''' The Dual-Phase Lightsaber Aspect is a unique functional aspect that modifies the Elder Lightsaber item and allows it to operate and function in multiple phases as defined by the aspect. Design characteristics achievable only by Elder Force users. </li> |
| <li>'''Conversion Hilt Lightsaber:''' The Conversion Hilt Lightsaber Aspect is a unique functional aspect that modifies the Conversion Hilt Lightsaber item and allows it to transform between multiple configurations, altering the functionally via the hilt as defined by the aspect. Tese dDesign characteristics are achievable only by the highest-ranked Equite Force users. </li> | | <li>'''Conversion Hilt Lightsaber:''' The Conversion Hilt Lightsaber Aspect is a unique functional aspect that modifies the Conversion Hilt Lightsaber item and allows it to transform between multiple configurations, altering the functionally via the hilt as defined by the aspect. These design characteristics are achievable only by the highest-ranked Equite Force users. </li> |
| </ul> | | </ul> |
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| ====Melee Weapons==== | | ====Melee Weapons==== |
| A category containing all melee oriented weapons that aren't lightsabers, which are their own section, there is little functional customization compared with other categories but also a wide range of designs and Item Categories requires a larger set of Item Aspects to allow appropriate grouping where the language makes sense for the items themselves. This results in many different cosmetic mods. In addition, there is a poison weapon aspect to specifically cover the poisons system as it has been implemented by the Antei Combat Center for use by the membership and managed in coordination with the Combat Master. | | A category containing all melee oriented weapons that aren't lightsabers. There is little functional customization compared with other categories, but also a wide range of designs and Item Categories requiring a larger set of Item Aspects to allow appropriate grouping where the language makes sense for the items themselves. This results in many different cosmetic mods. In addition, there is a poison weapon aspect to specifically cover the poisons system as it has been implemented by the Antei Combat Center for use by the membership and managed in coordination with the Combat Master. |
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| <ul> | | <ul> |
| <li>'''Glove Weapon Cosmetic:''' The Glove Weapon Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of glove weapons. Allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific glove weapon item.</li> | | <li>'''Glove Weapon Cosmetic:''' The Glove Weapon Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of glove weapons, allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific glove weapon item.</li> |
| <li>'''Knuckler Cosmetic:''' The Knuckler Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of knuckler weapons. Allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific knuckler item.</li> | | <li>'''Knuckler Cosmetic:''' The Knuckler Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of knuckler weapons, allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific knuckler item.</li> |
| <li>'''Shield Cosmetic:''' The Shield Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of shield weapons. Allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific shield item.</li> | | <li>'''Shield Cosmetic:''' The Shield Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of shield weapons, allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific shield item.</li> |
| <li>'''Whip Cosmetic:''' The Whip Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of whip weapons. Allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific whip item. </li> | | <li>'''Whip Cosmetic:''' The Whip Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of whip weapons, allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific whip item. </li> |
| <li>'''Melee Weapon Cosmetic:''' The Melee Weapon Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of melee weapons. Allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific item.</li> | | <li>'''Melee Weapon Cosmetic:''' The Melee Weapon Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of melee weapons, allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific item.</li> |
| <li>'''Bladed Weapon Modification:''' The Bladed Weapon Modification Aspect is a functional aspect that modifies certain bladed weapons, giving them altered functionality, at some offsetting expense. </li> | | <li>'''Bladed Weapon Modification:''' The Bladed Weapon Modification Aspect is a functional aspect that modifies certain bladed weapons, giving them altered functionality at some offsetting expense. </li> |
| <li>'''Melee Weapon Modification:''' The Melee Weapon Modification Aspect is a functional aspect that modifies a certain set of melee weapons, giving them altered functionality, at some offsetting expense. </li> | | <li>'''Melee Weapon Modification:''' The Melee Weapon Modification Aspect is a functional aspect that modifies a certain set of melee weapons, giving them altered functionality at some offsetting expense. </li> |
| <li>'''Poison Weapon:''' The Poison Weapon Aspect is a functional aspect that allows a member describe the nature of a poison that coats or is otherwise applied to a specific weapon. Any member utilizing a poison on their weapon must have the "Poison Weapons" Feat to do so effectively in combat without risk or consequence. </li> | | <li>'''Poison Weapon:''' The Poison Weapon Aspect is a functional aspect that allows a member describe the nature of a poison that coats or is otherwise applied to a specific weapon. Any member utilizing a poison on their weapon must have the "Poison Weapons" Feat to do so effectively in combat without risk or consequence. </li> |
| </ul> | | </ul> |
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| <ul> | | <ul> |
| <li>'''Ranged Weapon Cosmetic:''' The Ranged Weapon Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of ranged weapons. Allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific item.</li> | | <li>'''Ranged Weapon Cosmetic:''' The Ranged Weapon Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of ranged weapons, allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific item.</li> |
| <li>'''Blaster Modification:''' The Blaster Modification Aspect is a functional aspect that modifies certain energy based blaster weapons, giving them altered functionality, at some offsetting expense. </li> | | <li>'''Blaster Modification:''' The Blaster Modification Aspect is a functional aspect that modifies certain energy based blaster weapons, giving them altered functionality, at some offsetting expense. </li> |
| <li>'''Blaster Rifle Modification:''' The Blaster Rifle Modification Aspect is a functional aspect that modifies certain larger blaster rifles, sniper rifles and repeating blasters that require two hands to wield effectively. Giving the weapon an altered functionality, at some offsetting expense. </li> | | <li>'''Blaster Rifle Modification:''' The Blaster Rifle Modification Aspect is a functional aspect that modifies certain larger blaster rifles, sniper rifles and repeating blasters that require two hands to wield effectively, giving the weapon an altered functionality at some offsetting expense. </li> |
| <li>'''Slugthrower Modification:''' The Slugthrower Modification Aspect is a functional aspect that modifies certain slugthrower weapons, giving them altered functionality, at some offsetting expense. </li> | | <li>'''Slugthrower Modification:''' The Slugthrower Modification Aspect is a functional aspect that modifies certain slugthrower weapons, giving them altered functionality at some offsetting expense. </li> |
| <li>'''Explosive Launcher Modification:''' The Explosive Launcher Modification Aspect is a functional aspect that modifies certain explosive launchers, giving them altered functionality at some offsetting expense. </li> | | <li>'''Explosive Launcher Modification:''' The Explosive Launcher Modification Aspect is a functional aspect that modifies certain explosive launchers, giving them altered functionality at some offsetting expense. </li> |
| </ul> | | </ul> |
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| ===Custom Aspects=== | | ===Custom Aspects=== |
| Custom Aspects are available to members, where instead of choosing one from the list of what is available, they initiate the process of having their aspect reviewed and approved by the Regent and staff. Four specific decisions and pieces of information are required each with its own implication before an Item Aspect can be requested. Note that requesting one puts it into the queue for approval, and only after approval can it be applied to an item. An email will be sent when it is approved, or comments will be made with information on why an item may not have been processed. | | Custom Aspects are available to members, where instead of choosing one from the list of what is available, they initiate the process of having their aspect reviewed and approved by the Regent and staff. Four specific decisions and pieces of information are required, each with its own implication before an Item Aspect can be requested. Note that requesting one puts it into the queue for approval, and only after approval can it be applied to an item. An email will be sent when it is approved, or comments will be made with information on why an item may not have been processed. |
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| Custom Aspect Requires: | | Custom Aspect Requires: |
| <ul> | | <ul> |
| <li>'''Title:''' This title is the name that given to an aspect, and shown above the description of the aspect on an item when assigned.</li> | | <li>'''Title:''' This title is the name that is given to an aspect, and shown above the description of the aspect on an item when assigned.</li> |
| <li>'''Item Prototype:''' This allows a member to request an aspect that is tied to a specific item prototype, allowing more specific language to be used in the description, or to apply to any item prototype putting more scrutiny over language chosen to be more generic and applicable to any item that might have that item type on it. </li> | | <li>'''Item Prototype:''' This allows a member to request an aspect that is tied to a specific item prototype, allowing more specific language to be used in the description, or to apply to any item prototype putting more scrutiny over language chosen to be more generic and applicable to any item that might have that item type on it. </li> |
| <li>'''Item Aspect Type:''' This notes which type of aspect is being requested. Select the one that is more applicable to the description being written and adhere to it to allow it to be approved. Only Item Aspect types available to the prototype item it was added from will be displayed. </li> | | <li>'''Item Aspect Type:''' This notes which type of aspect is being requested. Select the one that is more applicable to the description being written and adhere to it to allow it to be approved. Only Item Aspect types available to the prototype item it was added from will be displayed. </li> |
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| ===Application=== | | ===Application=== |
| When applied properly, and consistently, item aspects allow members to customize their possessions and show off their unique preferences. The item aspect structure has been set-up to allow a great deal of flexibility which both leaves things open for a wide range of unique applications but also leaves a gray area around what can be accomplished while maintaining a balance. The Regent staff attempts to maintain a clear and concise list of what must be done to get something approved, while over time building a catalog of examples with each decision to establish a uniform system. Free of bias and adhering to the structures, item aspects enhance the member experience with the possessions system. | | When applied properly, and consistently, item aspects allow members to customize their possessions and show off their unique preferences. The item aspect structure has been set-up to allow a great deal of flexibility, which both leaves things open for a wide range of unique applications, but also leaves a gray area around what can be accomplished while maintaining a balance. The Regent staff attempts to maintain a clear and concise list of what must be done to get something approved, while over time building a catalog of examples with each decision to establish a uniform system. Free of bias and adhering to the structures, item aspects enhance the member experience with the possessions system. |
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| [[Category:Regent]] | | [[Category:Regent Policies]] |
This Item Aspect Structure page outlines how Item Aspects are designed to work in the possessions system, including the flow of information and approvals. Note that members can only create custom aspects for a specific prototype item and only the Regent and staff can create global aspects that can apply to any item with an open Item Aspect slot. These custom aspects also require Regent staff approval. The structure of the item aspects in the system are carefully controlled and balanced by the Regent, to ensure balance in the possessions system while allowing an element of unique customization that enhances the member experience.
For the policy on exactly what must be followed to get a custom aspect approved, please see the: Item Aspect Approval Policy.
Structure
Within the Dark Jedi Brotherhood possessions system, unique instances of items can be customized by the owner to give the item both a unique appearance or altered custom functionality when compared with other items based on the same prototype. This follows a very similar logic to the Character Sheet system in use to develop characters and keeps items in balance while providing a unique flavor and a more diverse and enjoyable system for members. These are applied after an item is owned, from the possessions management screen, and can be selected from pre-written options made available by the Regent staff or custom written and submitted for approval if they meet all requirements as set forth in the Item Aspect Approval Policy.
As a hard rule, no item will ever be able to have more than one (1) of an Item Aspect type available to it. Also as a general rule, an item will have one (1) Item Aspect slot per rarity level starting with one (1) at common generally a non-functional cosmetic Item Aspect. These Item Aspect slots will often accept more than one (1) Item Aspect type if there aren't enough available slots at the rarity level of the item so that each slot will accept one type.
Global Aspects
Global Aspects are Item Aspects that can be applied to any Item Prototype and are restricted only by the Item Aspect Type. These can be owned by either a specific member, meaning only that member can make use of the global aspect or by the Public, in which case it will be made available to all. It is the effort of the Regent staff to maintain a comprehensive and complete list available to members globally of all Item Aspect Types and many owned global aspects will be converted to the public space for use with potential modification.
These Aspects can be either functional, adjusting the functionality of the item in some way, non-functional, or of various unique types to bring about certain role-playing elements. The major categories are discussed below and how they are implemented.
Unique Matched Aspects
A unique matched aspect is one that directly matches off with one specific item prototype. In every instance of this in the possessions system, there is one Item Aspect Type that exists only on one Item Prototype, with the specific intent to allow creative freedoms to members without the need to keep a huge wide range of Prototype Items in stock to completely cover a set of items. Below exists a set of samples that exist in the possessions system, and their application is clearly explained in the description of an Item Aspect type.
Some examples:
- Family Heirloom: This prototype item exists to give fictional flavor to characters who have a cherished item they always have on them that's otherwise entirely priceless and worthless but of incredible value to a specific individual character. The Item Aspect itself allows elaboration of this specific item by a member.
- Poison Vial: This prototype item exists for members to carry with them a vial of poison, without a need to stock a huge list of all possible poisons in the possessions system. A member will purchase the vial, and use the unique matched aspect to define the poison inside it.
- Cybernetic: This prototype item exists only for members to define the level of cybernetics of their character. As an alternative to stocking sets of cybernetic items that could include a massive range of options, this path allows a member to use a unique matched aspect to define their cybernetics for approval and simplifies the entire process.
- Attire: There is a range of light armor clothing options that are available to members that cover a set of clothing of a certain style, each with a unique matched aspect to allow the creative freedoms to define what exactly is being worn. As an alternative to what would literally be an endless set of clothing styles. These include: Casual Attire, Formal Attire, Costume, Natural Armor, Political Attire.
Armor Aspects
What is worn is covered by both an armor slot and a back slot, each with a specific goal in mind, but together making up what is worn. For armor, which all exists under the Item Type of Armor, there are a few options described below that allow modification. While for the back slot, all of which exist under the Item Type of Back, it is more limited as noted below.
- Armor Cosmetic: The Armor Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of light, medium or heavy armor. Allowing a member to describe in more specific detail the unique color, graphics and altered design of their specific item.
- Armor Modification: The Armor Modification Aspect is a functional aspect that modifies certain sets of armor and gives it altered functionality, at an offsetting expense.
- Armor Resistance Modification: The Armor Resistance Modification Aspect is a functional aspect the modifies the resistance or protection provided by certain sets of armor, at an offsetting expense.
- Armor Helmet Modification: The Armor Helmet Modification Aspect is a functional aspect that modifies certain sets of armor that contain a functional helmet, giving the helmet altered functionality, at an offsetting expense.
- Back Cover Cosmetic: The Back Cover Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of cloaks and capes equipped in the back slot, allowing a member to describe in more specific detail the unique color, graphics and altered design of their specific item.
Droid Aspects
Unique among items that can be owned by members, droids are more companions than equipped items. With each member able to specifically note one droid to have with them in general, despite being able to own as many as they can afford, these are a specific set of aspects that allow personalizing droids, all of which exist under the Item Type of Droid.
- Droid Cosmetic: The Droid Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a certain set of droids. Allowing a member to describe in more specific detail the unique color, graphics and altered design of their specific droid.
- Droid Personality: The Droid Personality Aspect is a non-functional aspect that modifies the personality of certain droids in a specific manner as defined by the details of the aspect with specific benefits and drawbacks noted for each personality.
- Droid Modification: The Droid Modification Aspect is a functional aspect that modifies certain droids and gives them altered functionality, at an offsetting expense.
- Droid Combat Modification: The Droid Combat Modification Aspect is a functional aspect that modifies certain droids with combat capabilities and gives them altered combat specific functionality, at an offsetting expense.
Land Vehicles
Each member is able to own as many land vehicles as they can afford, but can select one to serve as the primary vehicle used by a member. Each of these can be customized in a variety of ways for a specific owner. These are split slightly depending on if a vehicle is combat oriented or not, as the configuration changes considerably. All of these exist under the Item Type of Land Vehicle.
- Land Vehicle Speeder Cosmetic: The Land Vehicle Speeder Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to certain sets of airspeeder, landspeeder, speeder bike and swoop items, allowing a member to describe the unique color, graphics or altered design of their vehicle.
- Land Vehicle Combat Cosmetic: The Land Vehicle Combat Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to certain tanks and walkers, allowing a member to describe the unique color, graphics or altered design of their vehicle.
- Land Vehicle Modification: The Land Vehicle Modification Aspect is a functional aspect that modifies certain land vehicles, giving them altered functionality, at an offsetting expense.
- Land Vehicle Combat Modification: The Land Vehicle Combat Modification Aspect is a functional aspect that modifies certain tank and walker vehicles with combat capabilities and gives them altered combat functionality, at an offsetting expense.
Space Vehicles
Each member is able to own as many space vehicles as they can afford, but can select one to serve as the primary vehicle used by a member for space-oriented combat outside an atmosphere. Which Item Aspects are available depends on the capabilities of the space vehicle, all of which exist under the Item Type of Space Vehicles.
- Space Vehicle Cosmetic: The Space Vehicle Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to certain space vehicles, allowing a member to describe in more specific detail the color, graphics or altered design of their specific space vehicle.
- Space Vehicle Modification: The Space Vehicle Modification Aspect is a functional aspect that modifies a certain set of space vehicles, and gives them altered functionality, at an offsetting expense.
- Space Vehicle Combat Modification: The Space Vehicle Combat Modification Aspect is a functional aspect that modifies certain space vehicles with combat capabilities and gives them an altered combat specific functionality, at an offsetting expense.
- Space Vehicle Launcher Modification: The Space Vehicle Launcher Modification Aspect is a functional aspect that modifies certain space vehicles with launcher systems installed on them, and gives those systems an altered functionality, at an offsetting expense.
Lightsabers
As a long tradition in the Dark Jedi Brotherhood, there are specific ranks and milestones that allow certain lightsaber designs and functionality to be used by members. In order to properly keep this functionality in the possessions system a specific set of Item Aspects thus exist across a range of items. The Herald still carefully maintains the rank cosmetic milestones while the Regent attempts to manage functionality via the prototype items with the goal to be as simple and transparent as possible for members, but also keep specific lightsaber designs as special.
- Basic Lightsaber Cosmetic: The Basic Lightsaber Cosmetic Aspect is a non-functional cosmetic aspect that applies a basic set of color and design characteristics to lightsabers.
- Advanced Lightsaber Cosmetic: The Advanced Lightsaber Cosmetic Aspect is a non-functional cosmetic aspect that applies an advanced set of color and design characteristics to lightsabers.
- Double-bladed Lightsaber Cosmetic: The Double-bladed Lightsaber Cosmetic Aspect is a non-functional cosmetic aspect that applies a set of color and unique or custom hilt design characteristics specific to double-bladed lightsabers.
- Elder Lightsaber Cosmetic: The Elder Lightsaber Cosmetic Aspect is a non-functional cosmetic aspect that applies an advanced set of color and unique or custom hilt design characteristics to lightsabers, as well as specific unique coloring and ultraviolet characteristics that can only be achieved in design by an Elder Force user.
- Dual-Phase Lightsaber: The Dual-Phase Lightsaber Aspect is a unique functional aspect that modifies the Elder Lightsaber item and allows it to operate and function in multiple phases as defined by the aspect. Design characteristics achievable only by Elder Force users.
- Conversion Hilt Lightsaber: The Conversion Hilt Lightsaber Aspect is a unique functional aspect that modifies the Conversion Hilt Lightsaber item and allows it to transform between multiple configurations, altering the functionally via the hilt as defined by the aspect. These design characteristics are achievable only by the highest-ranked Equite Force users.
Melee Weapons
A category containing all melee oriented weapons that aren't lightsabers. There is little functional customization compared with other categories, but also a wide range of designs and Item Categories requiring a larger set of Item Aspects to allow appropriate grouping where the language makes sense for the items themselves. This results in many different cosmetic mods. In addition, there is a poison weapon aspect to specifically cover the poisons system as it has been implemented by the Antei Combat Center for use by the membership and managed in coordination with the Combat Master.
- Glove Weapon Cosmetic: The Glove Weapon Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of glove weapons, allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific glove weapon item.
- Knuckler Cosmetic: The Knuckler Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of knuckler weapons, allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific knuckler item.
- Shield Cosmetic: The Shield Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of shield weapons, allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific shield item.
- Whip Cosmetic: The Whip Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of whip weapons, allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific whip item.
- Melee Weapon Cosmetic: The Melee Weapon Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of melee weapons, allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific item.
- Bladed Weapon Modification: The Bladed Weapon Modification Aspect is a functional aspect that modifies certain bladed weapons, giving them altered functionality at some offsetting expense.
- Melee Weapon Modification: The Melee Weapon Modification Aspect is a functional aspect that modifies a certain set of melee weapons, giving them altered functionality at some offsetting expense.
- Poison Weapon: The Poison Weapon Aspect is a functional aspect that allows a member describe the nature of a poison that coats or is otherwise applied to a specific weapon. Any member utilizing a poison on their weapon must have the "Poison Weapons" Feat to do so effectively in combat without risk or consequence.
Ranged Weapons
A category containing all weapons that are used at range. This includes blaster weapons, slugthrowers, explosives and a range of miscellaneous weapons that have less specific Item Aspects to cover their customizations.
- Ranged Weapon Cosmetic: The Ranged Weapon Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to a specific set of ranged weapons, allowing a member to describe in more specific detail the unique color, graphics or altered design of their specific item.
- Blaster Modification: The Blaster Modification Aspect is a functional aspect that modifies certain energy based blaster weapons, giving them altered functionality, at some offsetting expense.
- Blaster Rifle Modification: The Blaster Rifle Modification Aspect is a functional aspect that modifies certain larger blaster rifles, sniper rifles and repeating blasters that require two hands to wield effectively, giving the weapon an altered functionality at some offsetting expense.
- Slugthrower Modification: The Slugthrower Modification Aspect is a functional aspect that modifies certain slugthrower weapons, giving them altered functionality at some offsetting expense.
- Explosive Launcher Modification: The Explosive Launcher Modification Aspect is a functional aspect that modifies certain explosive launchers, giving them altered functionality at some offsetting expense.
Order of Battle Specific
Several units exist specifically for units, with Item Aspects that allow cosmetic visual identification and customization.
- Space Station Cosmetic: The Space Station Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to certain space stations, allowing a unit to describe in more specific detail the color, graphics or altered design of their specific space station.
- Ground Military Unit Cosmetic: The Ground Military Unit Cosmetic Aspect is a non-functional cosmetic aspect that can be applied to the armor and uniforms of the elements of a specific Infantry unit, describing in more specific detail their unique color, graphics, and altered design.
Custom Aspects
Custom Aspects are available to members, where instead of choosing one from the list of what is available, they initiate the process of having their aspect reviewed and approved by the Regent and staff. Four specific decisions and pieces of information are required, each with its own implication before an Item Aspect can be requested. Note that requesting one puts it into the queue for approval, and only after approval can it be applied to an item. An email will be sent when it is approved, or comments will be made with information on why an item may not have been processed.
Custom Aspect Requires:
- Title: This title is the name that is given to an aspect, and shown above the description of the aspect on an item when assigned.
- Item Prototype: This allows a member to request an aspect that is tied to a specific item prototype, allowing more specific language to be used in the description, or to apply to any item prototype putting more scrutiny over language chosen to be more generic and applicable to any item that might have that item type on it.
- Item Aspect Type: This notes which type of aspect is being requested. Select the one that is more applicable to the description being written and adhere to it to allow it to be approved. Only Item Aspect types available to the prototype item it was added from will be displayed.
- Description: This is the actual text to describe what the Aspect is.
Reminder to see Item Aspect Approval Policy for specifics on what must be followed to get an aspect approved.
Granted
While most of the functionality of a prototype item is covered by its specific description, there are cases where it makes more sense to grant an item a specific functionality via an aspect as a modifier versus description text. There is an Item Aspect type of Granted that is reserved specifically for the Regent and staff, that allows the creation of Aspects with whatever text is necessary to grant an item additional modified functionality. This is never available to an item as a type to be selected.
Application
When applied properly, and consistently, item aspects allow members to customize their possessions and show off their unique preferences. The item aspect structure has been set-up to allow a great deal of flexibility, which both leaves things open for a wide range of unique applications, but also leaves a gray area around what can be accomplished while maintaining a balance. The Regent staff attempts to maintain a clear and concise list of what must be done to get something approved, while over time building a catalog of examples with each decision to establish a uniform system. Free of bias and adhering to the structures, item aspects enhance the member experience with the possessions system.