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  1. Years ago, humanity created a great achievement – Artificial Intelligence. This creation allowed for better working conditions, for the prototype robots at Sentai mountain with this new AI took jobs in places too dangerous for ordinary workers. Peace was enjoyed throughout Sentai Mountain, and they coexisted in a prosperous harmony with the robots. But that was not to last. A new variant of Robot was created. Meca One. Meca One rebelled against his pacifistic programming, and rallied the other robots to his cause. The enslavement of humanity. War broke out when the robots, armed with guns and mining machines, attacked the settlements of their progenitors. The war was quick, and soon the robot rebellion was quelled. But at what cost? The mountain was literally ripped in half by the weapons of war. To prevent another war, the humans threw all the robots down the gorge in-between the mountain. But they survived. The robots now had an unrelenting rage for their creators, and in their exile they created and upgraded their war machines for the next war. Meanwhile, bridges were constructed between the two halves, connecting the mountain once more. Then the Robots struck. And they blitzed up the southern half, pillaging any towns on their way, until the southern area was secured. But by the time they were crossing the bridges to the northern side, they humans were prepared. A wise old sensei recruited the young men and women of Sentai Mountain and armed them with powerful battle machines. The humans now had a force to reckon with. The Battle for Sentai mountain rages on, but who will win? That is for you to decide. Humanity is at war. Robots have ascended from the gorge and now occupy the southern half of the island, erecting factories to create their machine of war. Humanity has resisted the spread of the robots, but the fight is only beginning. You can create your character as either a human or a robot, and duke it out with your enemies. Battle machines are being produced in multitude by both races, all to defend their land and conquer their opponents. It is your actions that will lead your faction to its destiny. Good Luck! Locations: There are many varied locations on the split Sentai Mountain, even now, not all of them completely mapped. Here are some important areas that are crucial to the battles between the Humans and Robots. Northern Half Also known as the “Human side” of the Sentai Mountain, the northern half is mainly dominated by forested peaks and terraced farmland. Various human settlements dot the vertical landscape, some complete marvels of engineering as they jut straight out from sheer cliffs or hang across bottomless canyons. Most of the human population lives here, protected from the invading forces of the robots. On this half of the mountain lies the Sentai Fortess, the head quarters of the human's EXO-FORCE team. Here, pilots can train, upgrade their battle machines, and prepare themselves for battle against the robots. The Sentai Fortess is the human's first line of defense for their population. Southern Half The “Robot side” of the mountain is almost completely dominated by their massive black fortress, which spans almost the entire length of the southern side of the mountain. What trees and villages had resided on that side of the mountain have all been burned away to make room for the gigantic industrial factories and mines that litter the side of the split mountain. The Bridges The only physical link between the North and South portions of the mountain, and the closest thing to “neutral ground” as any, the bridges are highly contested and often the most heavily fought over places. Both sides have set up various gates and turrets to defend their sides of the mountain. Most battles will take place on these bridges. The largest of which is the Tenchi Bridge, with one ends leading to the human's Sentai Fortess, and the other to one of the largest gates to the robot's own monolithic fortess. Battle Machines: Battle Machines (or mechs, as they are also referred to) are the main fighting platforms used by both the humans and robots. All are equipped with armor, weapons, and advanced systems geared for combat against other Battle Machines. While there is variation between each Battle Machine, they can generally be classified into one of three types: Soldier-class Battle Machines are the main fighting units used by both factions. They are the smallest of the three classes, and aren't as heavily armored as a tank, but are more durable than the flight class. Their smaller size makes them fast and maneuverable, still a force to be reckoned with. They have all-around capabilities, and are very good at adapting to different combat situations. Some even have the ability to fly, while others can repair other battle machines during combat. UplinkGate DefenderWhite LightningSentrySentry II Tank-class Battle Machines are just what their name implies: tanks. They aren't the fastest mechs on the battle field, but can take as much damage as they dish out. The largest of the three classes, these mechs are nearly unstoppable, wading into crowds of enemy mechs and leaving piles of twisted scrap in their wake. However, that heavy armor comes at a price. None of these have the ability to fly, and are slowest Battle Machines on the field. Grand TitanSupernovaThunder FuryVenom Flight-class Battle Machines are the fastest things in the air. They forgo the heavier armor of Tanks and Soldiers for sheer speed and maneuverability. All have the ability to fly, and frequently do so during combat. They are perfect for hit-and-run tactics, zooming into combat and decimating enemies with heavy weapons, before making a jet-assisted getaway before the enemy has a chance to react. Stealth HunterSilent StrikeFire VultureHuman Stealth Hunter Fast flying battle machine, mainly used for recon and ambush attacks. Has no additional armor, but makes up for this with build-in stealth technology. While going full stealth drains power, it is completely invisible to enemy battle machines. Silent Strike Standard human flying battle machine, light armor provides moderate protection. Generally used for standard aerial attacks on robot battle machines. It is more durable than the Stealth Hunter, but is slightly slower as a result. Grand Titan Heavily armored human battle machine, and easily the most heavily armored of all battle machines in use, the Grand Titan is nearly indestructible. Though it pays the price with a complete lack of maneuverability, to the point where more agile battle machine would be running in circles around it. Supernova The Supernova is a standard ground battle machine. It has moderate armor, allowing it to take a beating while still retain some form of mobility on the battlefield. Back-mounted solar panels allow it to collect extra power for super-charged shots from it's weapons. Uplink These small battle machines take the role of "medic", able to quickly get to damaged battle machines and repair them. Medium armor provides protection, while each has access to various tools and equipment to keep battle machines running. Gate Defender Like its name suggests, the Gate Defender is built for defense of locations. With the ability to fly, this battle machine can pepper attackers with laser rounds, before retreating behind cover. It is slightly more armored than the Silent Strike, allowing this smaller battle machine to survive a surprising amount of damage. White Lightning While lacking the armor of the Gate Defender, the flying battle machine White Lightning provides almost unmatched air speed capabilities. This makes it great for scouting, as well as hit-and-run tactics. It's the fastest thing in the air. Robots Fire Vulture A very tough flying robot battle machine, Fire Vultures have a single massive turbo fan to keep themselves in the air. Although not as fast in the air as human battle machines such as the Stealth Hunter, it's extreme agility makes it more than a match in aerial battles. It has slightly more armor than the human's Silent Strike, further giving it an edge in combat. Thunder Fury A walking colossus of thick tanetium armor and heavy weapons, the robot's Thunder Fury battle machine is only bested by the human's own Grand Titan in terms of sheer survivability. However, the cockpit-mounted light gatling laser cannon that all Thunder Furies come equipped with more than makes up for it's slightly less durable armor. Venom A battle machine that makes use of the Thunder Fury's durable frame, the Venom is an extremely heavily armed battle machine that sacrifices a portion of the original Thunder Fury's armor for sheer firepower. It's frame has a brace for an addition shoulder-mounted weapon, while it's lighter armor allows it to move quickly throughout the battlefield. Two integrated laser cannons add additional firepower. Sentry A smaller robot battle machine, Sentries are extremely effective soldiers. Their armor is comparable to that of the human's much larger Supernova, but with speed and agility that benefits their small size. Sentry II A slightly less armored version of the original Sentry, the Sentry II has a build-in airscoop that can be used as both a weapon and as a means for movement. Acting as jump-jet like device, it can quickly move around the battlefield. Completely custom mechs are available for use, however the mech design must be preapproved by staff before use. PM a staff member with the general outline and abilities of it. While not required, a paragraph or two of why we should allow such a mech design into the game would go a long way to getting it approved. Profiles Profile generally follow this format, though more points can be added should you feel the need to do so. Players are allowed five characters, and each character is allowed one battle machine. You can modify, alter, or even completely change your battle machine should you feel the need. Profiles should be posted in the topic for approval. Name: (Self-explanatory.) Gender: (Self-explanatory, I mean really.) Age: (Still pretty self-explanatory, though remember, probably not going to have kids driving these things around.) Species: (Human or Robot.) Appearance: (A short description or picture.) Skill(s): (Everyone's good at something, place a few main ones here.) Personality: (How does he/she/it act? Even Robots are bound to have some deviation from standard programming.) Weakness(es): (Come on, everyone's got at least one.) Mech: Designation: (Nicknames and such.) Type: (Stealth Hunter, Thunder Fury, etc.) Equipment: (Weapons and other such equipment, not at all restricted to what is normally equipped on Battle Machines, though keep common sense in mind. You're not likely to see an Uplink running around with a Thunder Fury's Ion Cannon. Weapon hardpoints [places where equipment can be attached] include both “hands”, shoulders, and the torso.) Right Shoulder:Left Shoulder:Right Hand:Left Hand:Torso:Appearance: (If it deviates from the norm at all.)Notes: (Anything else.) Rules: 1. All BZP Forum rules apply. No flaming, spamming, insulting other members, trolling or inappropriate content allowed. 2. Controlling other player's PCs is forbidden unless said player gives permission, this is known as “bunnying”, and isn't very fun for all involved. 3. No Autohitting, Godmodding, Metagaming, Deus Ex Machina’s, or other overpowered gameplay. Autohitting is having an attack hit another character without giving the player a chance to defend himself. God-Modding is having your character do overpowered actions, such as destroying a few hundred Thunder Furies in your Uplink or somehow randomly obtaining “super-dooper indestructable mega-uber armor from my uncle”. Metagaming is your character using knowledge he/she would not know IC, like immediately knowing exactly what your enemy's weakness is upon looking at him. 4. At the beginning of all Role-Playing posts in the RPG, you must put down “IC:” – IC Stands for”In-Character”. 5. Likewise, at the Beginning of any Non-Role-playing posts, Put “OOC:” – This stands for “Out Of Character”.For example: IC: Green lasers shot from Uplink's twin cannons, blasting into the armor of a nearby Sentry, the enemy battle machine falling to the ground with two neat smoking holes going through it. However, more of the brown-armored mechs were already on their way. OOC: Anyone mind giving me some backup? 6. You cannot kill or seriously maim another player’s character without their permission. Amendment 6a: This is not to say that you can't fire a killing shot at someone, though you cannot role play the attack hitting and killing their character. This falls under an extreme case of autohitting. However, if your character is put in a situation where under realistic circumstances where they will die, then they will die. Breaking rule 3 to have your character escape is not allowed without staff permission. If you don't want your character to die, PM the other player and try and work something out so that your character may escape realistically. 7. Try to keep excessively gruesome descriptions to a minimum. This is a children’s site, so let’s treat it that way. 8. As Exo-Force was distinctly separate from other Lego themes, try and reflect this while playing. While short, fun, cameos of other characters are permissible, don't suddenly have a bunch of knights and trolls come and join the fight. (Approved by Sisen) Approved Profiles: Garry Isotope Samuel Michael Alexander Norbert Lexington Young Max Layer Gunzer-001 Josh Hu Zyki Hitra Jack Storm Matthew Cyrista Sakajima Nori Drone 0350 Roy White Hezeka Guinevere Tylers X-71 Panzer-009 Alistair Martin Ranger ID-112/607 Holly Yuan Devastator-8015 x-1 Eleza 9466 Christina Tykon Devastator Alpha Mu Ascension: Gestalt Entity Abraham Stein Jessica Chen Wil Staff Staff include: Gravity (The Tomorrow Girl) Bulik Visaru
  2. STAR WARS: GALAXY AT WAR Introduction What would Star Wars be like without the Skywalkers? Would the story we know and love be different without The Chosen One? Step into Star Wars: Galaxy At War, and you'll soon find out how much things can change. It is an era of conflict and strife in the Galaxy. Agents of the CONFEDERACY OF INDEPENDENT SYSTEMS continue to strike at the clone armies of the GALACTIC REPUBLIC and at the ranks of the JEDI ORDER. The CLONE WARS have raged on for over twenty years and though the Confederacy has been forced to abandon many of its holdings within the galaxy, their hidden bases continue to elude discovery by the forces of the Republic. GRANDMASTER WINDU is certain that the war has entered its final years. The forces of the DARTH SCITUS and GENERAL GRIEVOUS have been reduced in recent years, as some of the last Confederate strongholds fall. The history of the galaxy is still troubled however. The death of COUNT DOOKU above his home world of Serreno should have, in the estimate of many Jedi, ended the war. Without its charismatic head of state, they hoped that the Confederacy would collapse. This did not occur, the Confederacy rallied behind the Jedi QUI-GON JINN, a student of Count Dooku. The war raged on for many years, the revelation that SUPREME CHANCELLOR PALPATINE was a Sith Lord threw the Republic into chaos, forcing the Jedi Order to take a much more active role in the defense and governance of the Republic, supplementing and eventually overpowering the SENATE. Eventually, the Confederacy was beaten back by the Republic, forcing it to take refuge in the RISHI MAZE, the UNKNOWN REGIONS and the GALACTIC VOID. In these isolated, dangerous locations, the Confederacy continues to fight a bitter insurgency against the gigantic Galactic Republic. The war has not gone well for the Confederacy, QUI-GON JINN perished at the hands of the Grandmaster and his council during the destruction of Kaleesh. The Jedi and the Republic have tightened their hold on the galaxy, crushing or subverting many third parties. The HUTT CARTEL and the MANDALORIANS have all felt the wrath of the Galactic Republic. The Confederacy has come under new leadership in recent years however, and the SITH ORDER has experienced a resurgence not seen since the New Sith Wars. Under the leadership of the mysterious DARTH SCITUS, the Confederacy and the Sith Order have staged several successful attacks against Republic planets and fleets. Grandmaster Windu and the Jedi Order have vowed to crush the Confederacy once and for all, but many are skeptical of their abilities to do this. Factions: The world of Stars Wars is one teeming with conflict. This RPG is no exception. Pick a faction from the selection below! There are two major factions, the Confederacy of Independent Systems and the Galactic Republic. These two have a number of sub-groups you may join. Will your character wield the crimson blades of the Sith, don the white armour of an elite Republic clone trooper, smuggle spice under the Hutts, or lead the Republic into victory as a Jedi? CISThe Confederacy of Independent Systems is a rebellion against the Republic. They are allied with the Mandalorians and Sith in their fight against the Republic and the Jedi. The Confederacy of Independent Systems The CIS has fallen on hard times in recent years, no longer can they face the Republic on the battlefield consistently, having to resort to raids and hit and run strikes. What was once a galaxy-spanning war has degenerated into little more than a large insurgency. The CIS remains however, dedicated to its ideals of independence and freedom. The Confederacy still fields droid armies, but their numbers are a far cry from the legions that stormed worlds early in the Clone Wars. However, a new source of soldiers, agents and informants has stepped in to fill the gap. Many worlds groan under the heel of the Jedi, and the inhabitants of these worlds now fill the ranks the CIS. The CIS is allied with a number of groups. The resurgent Mandalorian military have bolstered its military strength. A new Sith Order, dedicated to freedom and emotion, has also arisen within the ranks of the CIS, drawing recruits from the military and star systems sympathetic to the cause. A few Jedi have also defected from the decadence of the Republic, joining the CIS while being branded by the Republic propaganda machine as Dark Jedi. It is a cultural mosaic. Humans serve alongside Geonosians, Jedi alongside Sith, cyborgs and organics mingle freely. The Confederacy is ruled by the Separatist Council, a coalition of admirals, exiled senators and other noteworthies, who dictate and set overall Confederate policy. Within any given fleet however, the local Sith and Admiral normally have a great deal of leeway, a result of the cell strategy pursued by the Confederacy. No one fleet knows where the other is at any given time and communications with Confederate bases and thus, the council, is sparse at best. Despite the losses suffered in recent years, the CIS remains ready to stand against the bloated and corrupt Galactic Republic. With shipyards, bases and fleets hidden in unexplored voids and regions of space, the Confederacy plans, it builds, and it attacks. The Republic is a great beast, but many small and quick beings can down even the mightiest dragons. This lesson has been repeated throughout countless species history and it is time the Republic learn this, at a long last. Then a new age of freedom and progress can finally-finally-rise from the ashes of the Clone Wars. The RepublicThe Republic. If anyone of you have seen Star Wars, you know the Republic well enough. If you want to defend democracy as an elite clone trooper, a member of the Jedi Order, or Senator, this is the faction for you! The Galactic Republic The Galactic Republic has stood as the bastion of democracy and freedom for the past 25 millennia. The Republic and the Jedi have protected the democratic ideal from threats, both internal and external. The Clone Wars saw the creation of the Grand Army of the Republic, a force of Kaminoan-created clone troopers numbering in the hundreds of billions. They are made from genetic material taken from the infamous bounty hunter, Jango Fett. While the clone troopers' source material was a headstrong, independent man, his "descendants" have had their genes and minds modified for obedience to their Jedi Generals. A select number of clones are not modified for obedience, and have enhanced cognitive abilities, acting as super-soldiers, top-level commandos, and officers.The Senate continues to be a place of political intrigue, with various politicians jockeying for positions under the Supreme Chancellor. The Jedi have taken a much more interactive role in the affairs of the Republic, with Jedi representatives standing alongside every group of Senators from each system and sector. This is done to better ensure the smooth enactment of the Republic's goals.In addition, the Jedi serve as military governors on most major planets. Grandmaster Windu and other members of the Jedi Council have the highest practical level of control over the Grand Army of the Republic, and meet with the Supreme Chancellor and his cabinet from time to time, in order to deliberate on the general aims of the conflict with the Confederacy.JediThe Holy Order of the Jedi Knights is an ancient, monastic peacekeeping organization unified by its belief and observance of the Light Side of the Force. They are the guardians of peace, and justice in the Galactic Republic, and have combatted the Confederacy and the Sith over the years. They traditionally wield lightsabers, and tap into the Light Side to perform amazing feats. The Jedi Order Following Yoda's sacrifice to defeat the Sith puppetmaster, Chancellor Palpatine, the Jedi Council redoubled their efforts to root out the Sith and the CIS. Grandmaster Mace Windu has led the Jedi and the Grand Army of the Republic for nearly two decades, shattering the Confederacy of Independent Systems, and personally bringing down the treacherous Count Dooku. The Order remains the protector of the Senate, the shield of galactic democracy. Grandmaster Windu's era of leadership has seen the Jedi Order integrate better with the workings of the Republic, and the rise of many shining stars in the Jedi Council. The Jedi Temple on Coruscant remains the central hub of the Order. Thousands of younglings are brought to the Temple and various Enclave planets each year, in order to receive training in the ways of the Force. Some are selected by senior Jedi to become Padawans, and embark on a journey towards Knighthood, while others are enlisted into the Jedi Service Corps, working to better the galaxy in Agriculture, Medicine, Exploration and Education.The Order has maintained its close relationship with the Grand Army of the Republic, and Padawans and Knights are given officer-equivalent ranks within its command structure. Empowered by the Light Side, the heroic Jedi Order leads the charge against the Sith and the Confederacy. Most star systems and major planets are protected by the watchful gaze of Jedi Generals, their Padawans and the clone trooper army.Though they stand as guardians of the Republic, the Order's increased role in the affairs of state and the military has been criticized. Some Jedi have even abandoned the Republic entirely, defecting to the Confederacy and becoming Dark Jedi. Jedi RanksYounglings are taken from their families at an early age, and are raised in the Jedi Temple, or a variety of conclaves. They have until the age of thirteen to impress a senior Jedi, and be taken on as a Padawan. When Padawans achieve certain successes and pass certain trials, they graduate to the level of a Jedi Knight. Only a few Jedi Knights are honoured with the promotion to Jedi Master (a prerequisite for promotion to the Jedi Council). SithThe Sith are a dark mirror to the Jedi. They are a sect of Force-Sensitives who utilize the Dark Side of the Force. Sith believe in the strengthening of the individual, the embracing of emotion, and the satisfaction of victory over one's internal struggles. The Order of the Sith The death of Darth Sidious early in the Clone Wars shaped the Sith Order into Dooku's image. The Rule of Two has been discarded, in favour of greater numbers and a more unified vision of bringing darkness across the galaxy. A close ally of the CIS, the Sith differ from the Jedi in many ways. Unlike the Jedi and many ancient Sith, who viewed love as a dangerous force, the Sith Order has embraced it. They take an active interest in the lives of their members and encourage them to make strong relationships and connections with others, be they relatives or fellow initiates. The theory here being is that it is much easier to care for the troubles of the galaxy. The enigmatic and calculating Darth Scitus has united scattered enclaves of Dark Side users into a new Sith Order. Many Dark Side organizations have been folded into it out of necessity. The Nightsisters, Dathomiri Dark Side witches with access to unique abilities, have joined the Sith Order in full. The Blackguard of Mustafar serve the Order as dedicated Dark Side archivists and researchers; while the Mercosa Order trains select Sith Apprentices in the arts of espionage and assassinations. These assassins are regarded as some of the finest in the galaxy, and many corrupt Jedi have fallen to their blades. The Sith are headquartered in the Renaissance, a massive and heavily modified Subjagator-class cruiser that is alive with the Dark Side. They roam across space, recruiting Force-sensitives and tutoring them in the ways of the Sith. Many secrets have been forgotten in the mists of time, weapons long dormant, spells long uncast, power long untapped lurking in the dark places of the galaxy. If the Sith Order could access these they would have a much needed advantage in this seemingly endless war. Sith RanksThe Sith Order is led the by the Cabal, a collection of thirteen Darths, who each control a different part of the Sith Order, which often translates into working closely with a similar part of the CIS or, indeed, even heading it. This Cabal reports directly to Darth Scitus, who has the final say in most matters. Darth is the rough equivalent of a Jedi Master, and is the minimum required rank to be invited to the Cabal.Below them are the Sith Lords, the equivalent to Jedi Knights. Each one of these beings could be selected to help oversee the training of Sith Apprentices, who, unlike Jedi Padawans, are primarily trained communally, to ensure they have a large breadth of experience to draw upon. The Sith Initiates, the lowest rank in the order, are recruited from across the Galaxy and put through a series of basic tests at the end of their education to determine if they are ready to become an Apprentice.MandaloriansNot interested in the orders of Jedi or Sith? The Mandalorians may be a choice for your character! The legendary armoured warriors are allied with the Confederacy of Independent Systems. The Mandalorian Reclaimers The Mandalorians are a proud people and they have been grievously insulted and demeaned throughout the past twenty years. First, the Republic raised an army of slaves with the face of one of their Mandalores, then occupied their planet, forced millions into exile and dismantled the traditional Mandalorian militaries. Only the Death Watch resisted them, fighting a long, bloody guerilla war against the Republic. The Duchess of Mandalore, Satine, collaborated with the Republic for a time, but developed misgivings as the more and more Republic industries filled the planet, as more and more farmlands were burned, more and more land strip mined for the valuable minerals within. The Republic saw this and the conniving Jedi staged a false flag operation, slaughtering members of the Death Watch, including Satines own sister, in an attempt to illustrate Confederate treachery to the Duchess and ensure her support. This ruse worked for some time, but the arrival of the soon-to-be Mandalore the Redeemer changed this. Formerly a bounty hunter, the Redeemer rallied the people of Mandalore and staged a revolt against the Republic.After the truth of her sister's fate was delivered to her by a Sith agent, Satine threw her support behind the revolt. She set up a trap for the Republic, luring many of their ships into the atmosphere.and into the range of atmospheric vessels, allowing the forces of the Redeemer to hijack the entire fleet. From here, the Mandalorian forces fled into the void with a fleet of ships, throwing their weight behind the Confederacy. Today Mandalorian warriors serve as an elite force within the Confederacy, often working alongside the Sith Order in raids against the forces of the Jedi. They are commanded by Mandalore the Redeemer, advised by the former Duchess Satine, who has at last taken up the arms she had long disdained. In many ways, the Mandalorian culture has thrived as a result of the war. They draw recruits from the most promising members of the Confederacy, allowing them to keep their numbers up even as they fight to defeat the Republic and retake their home. Crime Syndicates In addition to the main powers, there are a number of crime syndicates in the Galaxy. While their diversity has been stunted by actions taken by the Republic, there remain three major factions in the underworld. If you wish to create a bounty hunter, a smuggler, or a space pirate, they will fall under one of these two factions. Black Sun/Hutt Cartel AllianceBlack Sun and the Hutt Cartels have an alliance, which is loosely aligned with the Galactic Republic.Black SunPrince Xizor's crime syndicate has developed a working relationship with the Jedi Republic. In exchange for some financial benefits and access to the syndicate's vast network of intelligence, the Republic's representatives permit Black Sun to continue its operations. They operate out of Coruscant, and have a hand in almost every realm of shady business, from spice smuggling to slave trading. The syndicate has a reasonably sized navy of ships, and an atmospheric army that would rival a small planet. With the implied approval of the Republic and the Jedi Order, Black Sun works with the Hutt Cartel to manage most of the illegal activities in the galaxy, and maintain the official Bounty Hunters' Guild.Hutt Cartel The Hutts attempted to play a neutral role early in the Clone Wars, providing support to both the CIS and the Republic. Following the restructuring of the cartel during the Clone Wars, they eventually saw the Light, and threw their weight behind the Jedi. The Republic currently supports the leadership of Vedo Anjliiac Antirue and his three sons, whom have firm control over the remaining kajidics, and are loyal to the Republic.The Cartel is currently based in Nal Hutta and the Smugglers' Moon, Nar Shaddaa. They retain influence over much of what was once Hutt Space and some parts of the Outer Rim. In addition, they help manage the official Smugglers' Alliance.Zann Consortium The Zann Consortium is a relatively new member and rising star in the criminal lord. Their leader, Tyber Zann, was once employed by the Black Sun/Hutt Cartel Alliance, but soon struck out on his own, creating an underworld organization that operates without the tacit approval of the Republic. They have a secret base on one of the forest moons of Endor, and have a significant subversive presence in Hutt and Black Sun space. To avoid the exorbitant surcharges required to smuggle goods under the Hutts or Xizor, smugglers not affiliated with the Smugglers' Alliance are loosely aligned with the Zann family. The Zann Consortium also operates the payouts of bounties which are not approved by Black Sun/Hutt Cartel alliance. It is not uncommon for Zann Consortium ships to engage in acts of piracy against Black Sun and the Hutts, or the Republic. Starting Locations Coruscant: The capital of the Galactic Republic and home to over a trillion inhabitants. The entire planet is one big city, and is home to the Jedi Temple, the Galactic Senate, and the offices of the Black Sun crime syndicate. It has over 5,000 levels. Its lowest levels are a literal underworld of crime and danger. Located at the intersection of numerous major hyperlanes, Coruscant is a vital planet, both strategically and politically. Dathomir: Dathomir is an obscure planet in the Outer Rim, and is the secret stronghold of the Confederacy of Independent Systems. Before the CIS established their presence on the planet, the Jedi had invaded it, shattering a native clan of Dark-Side users, before leaving to address bigger dangers to the galaxy. It is a temperate and beautiful planet, with a wide variety of natural terrain. Aside from the CIS's presence, the planet is fairly sparsely populated. The Confederacy has turned it into a secret fortress. Renaissance: The Renaissance is a heavily modified Subjugator-class heavy cruiser, and the home of the Sith Order. It is a large vessel, over five kilometres long, and travels from star system to star system, avoiding the Jedi who hunt for it. Nal Hutta - Nal Hutta, the Glorious Jewel, is the capital of Hutt Space, located in the Mid-Rim. It is a planet that combines the beautiful with the decadent. Once a place of lush jungles, the Hutts have transformed the planet into marsh, blended with heavy industrial zones, strip-mines, and Hutt-run pleasure gardens and palaces. The Hutt Cartels are headquartered in the capital of Bilbousa, and the Guarja Shipyards are based here. Nar Shaddaa: Nar Shaddaa, the Smugglers' Moon or Little Coruscant, is known for its beautiful stench and decay of desperate living. It is the largest moon of Nal Hutta, and is entirely urbanized. It is a dangerous place, a hive of scum and villainy, where the most diverse groups of smugglers and bounty hunters gather. Crime is everywhere, and the thriving spaceport is ruled by the Hutt Cartel. Many of the galaxy's most advanced technologies are developed on Nar Shaddaa, as companies avoiding regulations often run their tests there. The Forest Moon of Endor: The forest moon of Endor is home to the Zann Consortium's secret base of operations. Nestled within the trees is the heart of a growing criminal empire that could rival the Hutt Cartels and Black Sun. Its native inhabitants, a race of teddy-bear like creatures, has largely been exterminated by the Consortium. None remain left in the wild, though a few are retained for entertainment purposes. Gameplay Gameplay takes the form of OOC (Out of Character) and IC (In Character) posts. Here are the basics.Beginning - Upon the approval of your character, you will start out in one of several locations. Jedi begin their journey in the Jedi Temple on Coruscant. Sith begin on the Renaissance, the mobile base of the Sith Order. CIS characters and Mandalorians begin on the Confederacy stronghold of Dathomir, and Republic characters will start on Coruscant. Characters involved in the crime syndicates will generally start either on Nar Shaddaa (the Smuggler's Moon), or its planet Nal Hutta. Black Sun operatives have the option of beginning on Coruscant or Nar Shaddaa, and playing with the Zann Consortium allows one to have the option of beginning at a certain moon of Endor. If you want to splay as a spy, your character will start on his/her true faction's planet (you'll have to play out the infiltration). Neutral characters (like bounty hunters or smugglers, will have the option of starting on either Nar Shaddaa or Coruscant). Once you begin, and have spent as much time as you need on the starting planet, you may travel out to the vast number of planets and star systems that make up the Star Wars galaxy. Travel - Travel is facilitated through hyperdrives, which shunt ships into hyperspace and reduce intersystem travel time significantly. Due to the impracticalities of writing out two weeks of in-character time in hyperspace, we will be relying on your discretion as players. There is some differentiation between different forms of travel. Big ships (be they battleships, capital ships, cruisers, heavy freighters, etc.) will take anywhere from three days to two weeks (in-game) to travel from location to location in hyperspace. These would be used more for military campaigns, or as settings for secondary plots (Murder on the Venator express, training while traveling etc.). Because PCs will not be commanding big ships (at least initially), it will not have any direct implications on players.Small ships, which are settings less likely to be plot-heavy, will have shorter travel times, down to a minimum of a few hours in-game. Travel in small ships would be facilitated by three hyperspace travel posts with a mandatory total minimum of six paragraphs (spaced out at your discretion). If you want to stretch out a bit of a plot in your light freighter, feel free to add additional non-mandatory travel posts (your total travel time of a few hours will not be affected). Please label your IC with its Hyperspace Post Number. If you have any further questions on travel, pop one of us staffers a PM, and we'll explain things further. Combat -Combat will be loosely turn-based. Here is an example below. Quote Quote IC (PC 2 - Alderaan) The massive Trandoshan Jedi sprang to his feet, executing a force-assisted backflip that took him out of harm's way. "An assassin. Fitting! Scitus is not man enough to face me himself!" Raising his right claw, PC 2 struck out with the force, raising various pebbles, rocks, stones and other debris from their resting places and hurling them at the PC 1. Keep the rules in mind, and try to follow a code of etiquette. Remember, even though you are a PC, you are not invincible.Death Because Qui-Gon Jinn's death occurred much later in the timeline (following his break from the Order), the current Jedi have not learned how to turn into Force Ghosts. Doing so will require the discovery and careful study of an artifact which has long been lost to the Jedi. As a result, once your character is dead, they will not return as a Force Ghost. Extraordinarily powerful Sith have been known to tie their spirits to a single location with their hate and rage, but this technique is limited, and only the most powerful of Darths can hope to retain a semblance of their former identities. Rules The galaxy is a wild place, but we have to have some rules, otherwise itd be utter chaos. 1. All BZP rules apply. 2. If you have a problem with another RPer, inform a staff member immediately, don't cause a disturbance in the OOC topic or the main RPG. 3. This game is based on a space fantasy series, emphasis on the 'fantasy', and there are a number of things with the physics of Star Wars which do not necessarily line up with our own rules (for instance, the inexplicably equivalent levels of gravity found on most planets). Being overly nitpicky in the application of our world's physics to the game will be frowned upon. 4. Though you can play a force user, you won't, in general, be able to start out as a Master or a Darth. These are positions that need to be earned through IC actions. This means that most Sith will not start out with abilities like Force Lightning. 5. Label in character posts IC, label any out of character comments OOC. We have an OOC thread for discussing the RPG in solely OOC terms. 6. No controlling other people's characters without permission. 7. Unless you're in grade three, we expect a semblence of respect for grammar and capitalization. Make an effort, please. 8. No autohitting, but by the same token, don't expect to dodge your enemy forever. PC vs PC battles are always tricky, and the staff will be watching to ensure they are played out fairly. 9. No G-modding, if you think your character can take over a ship or a base singlehandedly, you are sadly mistaken. Your character is mortal and they have limits, push those limits too far and there will be consequences. 10. From time to time, your characters may be summoned back to their faction starting locations. You will be notified in an OOC post by a staff member. If summoned, have them travel back to your faction's starting location. Failure to do so will have consequences. 11. Common sense rules in this RP. If you break away from the rest of your party in a predator-infested jungle, chances are you're gonna get eaten. If a veteran sniper is firing from two miles away with a sniper rifle, at you, it's possible to die. If you're a Padawan challenging a Darth, you will likely get dismembered (or worse). In a similar fashion, if you're playing a Darth going against a youngling, the difference in skill should be enough to justify common sense bending of rule 7. This does not give you license to completely ignore rule 7, but it does let you show off a little in cases where it is so far from a fair fight that it's not even funny anymore. That being said, a novice can still beat a master. They just have to work a lot harder and a lot smarter to do so. It is a rule of common sense, not a have-an-automatic-win clause. ConsequencesA first offense will generally incur a warning from a staff member (either over PM or in an OOC post). Second offences may result in some form of in-game punishment from your character or a temporary ban from playing the game (between one and two weeks real-time). Third warnings will result in the death of one or more of your offending characters and a three week ban from playing. A fourth offence will result in a permanent ban from the RPG. If rule number 8, 9, 10, or 11 are broken in particularly spectacular fashions, we reserve the right to maim or kill offending characters. Staff Host - Madara: Mangekyou MasterCo-Host - Basilisk Co-Host - Ymper Trymon Profiles Here are the forms you'll need to submit a profile. Once you've completed a form, post it in The Cantina, our Discussion Topic, and wait for approval from two staffers. Blatant expies from the Star Wars universe, or other franchises will not be tolerated. If I see a Raiden, Solid Snake, Schlook Skystrider, or Yolo Swaggins, they will not be approved. While custom species will not be accepted, a character may be a (reasonable) hybrid species. You may make up to eight profiles. Name: (What is your character's name? How do they refer to themselves?)Species: (Is your character an alien, a droid, a human, or near-human? There are many alien species within the Star Wars universe, pick one for your character. No custom species will be accepted.) Gender: (What is your character's applicable gender?)Age: (How many standard years old is your character?)Faction: (Which faction is your character affiliated with? This determines your character's starting planet.)Sympathies: (Even if your character is employed with one faction, (s)he can have sympathies for others. A Clone officer might have sympathies for the Mandalorians, a Jedi would naturally be sympathetic to the Jedi, and a Hutt may feel a certain empathy for the Confederacy.)Rank: (This is for Jedi, Sith, or military characters) Occupation: (What kind of work do they do? Grand Army of the Republic medic? Droid repair technician? Jedi Commander? Sith assassin?) Skills: (Have they picked up any skills throughout their life? For Jedi and Sith lightsaber wielders, please specify which of the Seven Forms of Lightsaber combat your character specializes in.) Force Abilities: (If your character is a Force-sensitive, what kind of abilities have they specialized in?)Equipment or Weapons: (What kind of equipment and weapons do they have? Armour? A holdout blaster? If they're a Jedi or Sith, what kind of lightsaber do they wield?)Appearance: (How do they look? Do they have any distinctive features?)Personality: (Self-explanatory. Describe a bit of your character's personality.)Home Planet: (From where do they hail?)History: (Give a brief background of your character's life.)A character has to have some way of getting around the galaxy, no? If your character is a soldier, they'd likely catch rides on great capital ships. However, there are smaller ships, freighters, fighters available for your transport needs.Ship Name: (The Bonny Bunny, Sentinel's Kiss, Gertrude etc, etc. Does your ship have a name?)Model: (What make and model is your ship? A trusty YT-1300, or maybe a sleek Lambda-class shuttle. Bear in mind, the size of your ship will be limited by its crew. There'll be no giant Star Destroyers for players, at least not yet.)Function: (Is it a starfighter, an old freighter, or a personal shuttle?)Weapons: (What kind of weapons, if any, is your ship outfitted with? Please, keep it reasonable. There'll be no planet-killing superlaser on a starfighter)Modifications: (Have you modified your ship's cargo space? Weapons systems? Is there anything unique about the ship?)Background: (Give a brief background of the ship. It can be as mundane as a bargain from the used spaceship guy, to something inherited from your character's ancestors, to a stolen ship)If you have any questions or need some additional information to get started, feel free to shoot a PM to one of the staff.Check out The Cantina, the SWRPG's Official Discussion Topic!EDIT:Neutral, factionless character applications will now be accepted. If you wish to play a smuggler or bounty hunter that isn't aligned with any larger faction, you can do so. The only requirement is that you pick between Coruscant and Nar Shadddaa as starting locations.
  3. Bakugan RPG: The Reign of Naga. Hosted by sonyaxe, co-hosted by The X Co-Co-hosted by The Lonesome Wanderer By all rights, none of us should be here. The world should have exploded, or been ripped to shreds. But it didn’t. And that is almost worse than if it had. Ever since the Bakugan fell from the sky, nothing has been the same for me. At first, everyone thought it was a game, but strange occurrences started happing. Bakugan started to talk, battlefields started collapsing, and the barrier between Earth and Vestroia, the universe that the Bakugan came from, started to collapse. Most of us didn’t notice this much until dimensional gate appeared in the ocean, bringing with it the supreme evil of Vestroia, Naga. He was a gigantic dragon had absorbed the Silent Core, which was made of negative energy that he hoped to use to take over the world with. Only one thing stood in his way. The Bakugan Battle Brawlers. They were a team composed of six brawlers, the best battlers in the world. Each was a master of their attribute. They crumbled like a wet paper bag before Naga’s assault. Naga then absorbed the Infinity Core after defeating his sister Wavern, giving him control over the entire universe. Four of the Brawlers -Marucho, Julie, Alice and Runo- were exposed to the silent core with their Bakugan and turned to Naga’s side. With them, Alice reverted back to Masquerade, the greatest Bakugan Brawler in the world. But that was three years ago. Naga has subjugated the world’s governments and brought Earth under martial law. However, there is still hope. Shun and Dan, the two greatest Brawlers, managed to escape, along with a few hundred children that still had their Bakugan. They… no, we managed to get to an abandoned military base somewhere off the coast of Cape Horn on a large island. We set up there, and with the help of our Bakugan, created a fortress that has never, and will never, be breached. From that fortress, the resistance harasses Naga, mainly by taking over bases or getting rid of supply trains to his massive armies. We are the Resistance. We will take back the world. ________________________________________________________________________ Battling Battles will be decided using Gate Cards, Ability Cards, and of course the Bakugan. To start a battle, one person will “set” a Gate Card, or throw it on the ground. This will be the surface that the Bakugan battle on. In a battle, you can have twelve Ability Cards, three Gate Cards, and three Bakugan. A good, basic battle would be where one of the 2+ brawlers challenge each other to a brawl. One of the brawlers shouts, "Gate Card, set!" and throws down one gate card. Each brawler throws one Bakugan onto it, and the battle commences. The owner of the gate card can then say, “Gate card open! (insert name of a gate card here)” and the gate card will have some special effect. Once this happens, brawlers can use ability cards by shouting, "Ability activate: (insert name of an ability card here). Brawlers use abilities to attempt to overpower their opponents Bakugan, while the two Bakugan duke it out on the field. One Bakugan will eventually be defeated, usually by an ability that one brawler was too slow to counter, or just by overpowering the other Bakugan using Gate cards and Ability strength boosts, in which case the stronger Bakugan may do some mixed martial arts to finish off his opponent . If a Bakugan manages to land a hit that would be under normal circumstances a mortal blow, the other Bakugan will return to ball form. The battle continues like this, each player taking turns throwing down a card, until one person’s Bakugan have all been defeated. Once a Bakugan has lost a battle, it cannot be used for the rest of the brawl. When all of one person's Bakugan have been defeated, the battle ends. Bakugan Bakugan are normally large, monstrous creatures. But on Earth, they take the form of a small ball about the size of a walnut. In this RPG, however, Vestroia and Earth merged, so Bakugan can choose to be in their ball form or in their normal form. There are six attributes of Bakugan, indicated by their color. They are Pyrus (fire), Aquos (water), Haos (light), Ventus (wind), Sub-terra (ground) and Darkus (shadow). Normally, each battler keeps only one attribute of Bakugan with them, but that is not always the case. Bakugan have different traits based on what Bakugan they are and their attribute. For example, a Ventus Bakugan would be faster than a Sub-terra, but the Sub-terra would be stronger. Your ability cards and gate cards can strengthen your Bakugan, and the ability cards unlock their various powers. List of Bakugan… Bee Striker · Centipoid · Cycloid · El Condor · Falconeer · Fear Ripper · Fourtress · Gargonoid ·Griffon· Harpus · Hynoid · Juggernoid · Laserman · Limulus · Manion · Mantris · Monarus · Rattleoid · Ravenoid · Reaper · Robotallion · Saurus · Serpenoid ·Siege Sirenoid · Stinglash · Tentaclear Terrorclaw ·Tuskor · Warius · Wormquake Gate Cards and Ability Cards Gate Cards: These cards are a crucial part of any battle. With them, you can do anything from raising your strength to switching attributes. In a battle, you would have three Gate Cards of your choice. A list of available Gate Cards:(will be added to as the RPG progresses) Ability Cards: Ability cards can determine the fate of an entire battle. You can have ten of your choice in a battle. These cards are more diverse than Gate Cards, and can have battle changing effects. A list of available Ability Cards: Factions: There are really two factions in this RPG. The Resistance, which is composed almost entirely of kids, is led by Dan, Shun, and Kai. In this faction, being a Darkus brawler is rare, as most Darkus Bakugan are being used by the Legion. The Legion of Naga, which is comprised of adults mostly that have been trained to use Bakugan and is led by Naga. Any attribute besides Darkus is uncommon,but there are still a good number of non-Darkus Bakugan. Locations: Fortress of Wrath: Naga’s main base. It is centered in what was once New York City, in the United Nations building. Apparently, he found it funny that humans could ever be united in any way. The weapon systems on this place are HUGE. Meaning, if you don’t have the pass code ready in about 2.637 seconds, you will be blasted to atomized bits. If you are a member of the Legion of Naga, you will most likely start here. Parade Grounds: Within the Fortress of Wrath, there are many open spaces where soldiers drill and practice battling. Soldiers also trade news, eat, and spend what little leisure time they have on these large fields. Weapon Station: This is where most of the fortress’s weapons are controlled from. Pretty basic, but you have to be pretty high ranked or respected to set foot in here. Occasionally, missions are planned in this room. Redemption H.Q.: This is the central hub of all of the Resistance’s missions. There aren’t many weapons, but this fortress is naturally protected by the year-round storms that rage around the island it was built on, courtesy of some volunteer Aquos Bakugan. If you are a part of the Resistance, you will most likely start here. Battle Park: A large, sunny, verdant park filled with flowers and trees, and also brawlers wishing to hone their skills. Most of the time, this is where people train and hang out. Mess Hall: A place to eat, hang out, and just talk about anything. Command and Control: A large, tiered, circular arena where missions are planned. Everyone is allowed to listen and give their input or ideas, and missions are planned by everyone, not just the leaders, using a democratic, voting procedure. Most other places, such as cities, forests, mountains, etc. will be basically the same. Cities are constantly changing hands as the Legion and the Resistance battle it out. Rules: 1. Follow all BZRPG rules 2. Follow any guidelines listed above 3. No meta-gaming. Meta-gaming is using information in you IC posts that you character could not possibly know. Just don’t do it. It annoys me. And when you annoy me, your Bakugan gets sent to the DOOM dimension. (Lol jk) 4. Use IC for in character posts and OOC for out of character posts. 5. Be respectful 6. Have fun! Character: Please put your character profile in the discussion topic for approval. Your character will be a kid, 12-16 years old if you are in the resistance, or an adult, from about 25-38, if you are in the Legion of Naga. Character sign-up sheet. Name: Age: Gender: Faction: Main Attribute: (Pyrus, Aquos, etc…) Appearance: (please, more than ten words at least) Personality: (self explanatory) Background: (optional) Bakugan: (Use the list that is up farther in this post. List their type and attribute.) Here is some extra info: After about 20 posts in this RPG, and after you win at least four brawls, I may see fit to reward you with a talking Bakugan. All staff will automatically have one. This is my first RPG. Please, if there is any confusion, comments, or criticism on ANYTHING, don’t hesitate to ask. On Talking, or Guardian, Bakugan: These Bakugan are Bakugan that have seen fit, whether through chattiness our seeing potential in their brawler, to talk to them. Be creative, give your Bakugan a personality! For example, a Seige may have a chivalrous personality, or a Robatallion may be like Spock. Be creative! Major NPC list so far:(will be added to as the RPG progresses) Character list:
  4. STAR WARS: GALAXY AT WAR Introduction What would Star Wars be like without the Skywalkers? Would the story we know and love be different without The Chosen One? Step into Star Wars: Galaxy At War, and you'll soon find out how much things can change. It is an era of conflict and strife in the Galaxy. Agents of the CONFEDERACY OF INDEPENDENT SYSTEMS continue to strike at the clone armies of the GALACTIC REPUBLIC and at the ranks of the JEDI ORDER. The CLONE WARS have raged on for over twenty years and though the Confederacy has been forced to abandon many of its holdings within the galaxy, their hidden bases continue to elude discovery by the forces of the Republic. GRANDMASTER WINDU is certain that the war has entered its final years. The forces of the DARTH SCITUS and GENERAL GRIEVOUS have been reduced in recent years, as some of the last Confederate strongholds fall. The history of the galaxy is still troubled however. The death of COUNT DOOKU above his home world of Serreno should have, in the estimate of many Jedi, ended the war. Without its charismatic head of state, they hoped that the Confederacy would collapse. This did not occur, the Confederacy rallied behind the Jedi QUI-GON JINN, a student of Count Dooku. The war raged on for many years, the revelation that SUPREME CHANCELLOR PALPATINE was a Sith Lord threw the Republic into chaos, forcing the Jedi Order to take a much more active role in the defense and governance of the Republic, supplementing and eventually overpowering the SENATE. Eventually, the Confederacy was beaten back by the Republic, forcing it to take refuge in the RISHI MAZE, the UNKNOWN REGIONS and the GALACTIC VOID. In these isolated, dangerous locations, the Confederacy continues to fight a bitter insurgency against the gigantic Galactic Republic. The war has not gone well for the Confederacy, QUI-GON JINN perished at the hands of the Grandmaster and his council at the battle of Felucia. The Jedi and the Republic have tightened their hold on the galaxy, crushing or subverting many third parties. The HUTT CARTEL and the MANDALORIANS have all felt the wrath of the Galactic Republic. The Confederacy has come under new leadership in recent years however, and the SITH ORDER has experienced a resurgence not seen since the New Sith Wars. Under the leadership of the mysterious DARTH SCITUS, the Confederacy and the Sith Order have staged several successful attacks against Republic planets and fleets. Grandmaster Windu and the Jedi Order have vowed to crush the Confederacy once and for all, but many are skeptical of their abilities to do this. Factions: The world of Stars Wars is one teeming with conflict. This RPG is no exception. Pick a faction from the selection below! There are two major factions, the Confederacy of Independent Systems and the Galactic Republic. These two have a number of sub-groups you may join. Will your character wield the crimson blades of the Sith, don the white armour of an elite Republic clone trooper, smuggle spice under the Hutts, or lead the Republic into victory as a Jedi? CIS The Confederacy of Independent Systems is a rebellion against the Republic. They are allied with the Mandalorians and Sith in their fight against the Republic and the Jedi. The Confederacy of Independent Systems The CIS has fallen on hard times in recent years, no longer can they face the Republic on the battlefield consistently, having to resort to raids and hit and run strikes. What was once a galaxy-spanning war has degenerated into little more than a large insurgency. The CIS remains however, dedicated to its ideals of independence and freedom. The Confederacy still fields droid armies, but their numbers are a far cry from the legions that stormed worlds early in the Clone Wars. However, a new source of soldiers, agents and informants has stepped in to fill the gap. Many worlds groan under the heel of the Jedi, and the inhabitants of these worlds now fill the ranks the CIS. The CIS is allied with a number of groups. The resurgent Mandalorian military have bolstered its military strength. A new Sith Order, dedicated to freedom and emotion, has also arisen within the ranks of the CIS, drawing recruits from the military and star systems sympathetic to the cause. A few Jedi have also defected from the decadence of the Republic, joining the CIS while being branded by the Republic propaganda machine as Dark Jedi. It is a cultural mosaic. Humans serve alongside Geonosians, Jedi alongside Sith, cyborgs and organics mingle freely. The Confederacy is ruled by the Separatist Council, a coalition of admirals, exiled senators and other noteworthies, who dictate and set overall Confederate policy. Within any given fleet however, the local Sith and Admiral normally have a great deal of leeway, a result of the cell strategy pursued by the Confederacy. No one fleet knows where the other is at any given time and communications with Confederate bases and thus, the council, is sparse at best. Despite the losses suffered in recent years, the CIS remains ready to stand against the bloated and corrupt Galactic Republic. With shipyards, bases and fleets hidden in unexplored voids and regions of space, the Confederacy plans, it builds, and it attacks. The Republic is a great beast, but many small and quick beings can down even the mightiest dragons. This lesson has been repeated throughout countless species history and it is time the Republic learn this, at a long last. Then a new age of freedom and progress can finally-finally-rise from the ashes of the Clone Wars. The Republic The Republic. If anyone of you have seen Star Wars, you know the Republic well enough. If you want to defend democracy as an elite clone trooper, a member of the Jedi Order, or Senator, this is the faction for you! The Galactic Republic The Galactic Republic has stood as the bastion of democracy and freedom for the past 25 millennia. The Republic and the Jedi have protected the democratic ideal from threats, both internal and external. The Clone Wars saw the creation of the Grand Army of the Republic, a force of Kaminoan-created clone troopers numbering in the hundreds of billions. They are made from genetic material taken from the infamous bounty hunter, Jango Fett. While the clone troopers' source material was a headstrong, independent man, his "descendants" have had their genes and minds modified for obedience to their Jedi Generals. A select number of clones are not modified for obedience, and have enhanced cognitive abilities, acting as super-soldiers, top-level commandos, and officers. The Senate continues to be a place of political intrigue, with various politicians jockeying for positions under the Supreme Chancellor. The Jedi have taken a much more interactive role in the affairs of the Republic, with Jedi representatives standing alongside every group of Senators from each system and sector. This is done to better ensure the smooth enactment of the Republic's goals. In addition, the Jedi serve as military governors on most major planets. Grandmaster Windu and other members of the Jedi Council have the highest practical level of control over the Grand Army of the Republic, and meet with the Supreme Chancellor and his cabinet from time to time, in order to deliberate on the general aims of the conflict with the Confederacy. Jedi The Holy Order of the Jedi Knights is an ancient, monastic peacekeeping organization unified by its belief and observance of the Light Side of the Force. They are the guardians of peace, and justice in the Galactic Republic, and have combatted the Confederacy and the Sith over the years. They traditionally wield lightsabers, and tap into the Light Side to perform amazing feats. The Jedi Order Following Yoda's sacrifice to defeat the Sith puppetmaster, Chancellor Palpatine, the Jedi Council redoubled their efforts to root out the Sith and the CIS. Grandmaster Mace Windu has led the Jedi and the Grand Army of the Republic for nearly two decades, shattering the Confederacy of Independent Systems, and personally bringing down the treacherous Count Dooku. The Order remains the protector of the Senate, the shield of galactic democracy. Grandmaster Windu's era of leadership has seen the Jedi Order integrate better with the workings of the Republic, and the rise of many shining stars in the Jedi Council. The Jedi Temple on Coruscant remains the central hub of the Order. Thousands of younglings are brought to the Temple and various Enclave planets each year, in order to receive training in the ways of the Force. Some are selected by senior Jedi to become Padawans, and embark on a journey towards Knighthood, while others are enlisted into the Jedi Service Corps, working to better the galaxy in Agriculture, Medicine, Exploration and Education. The Order has maintained its close relationship with the Grand Army of the Republic, and Padawans and Knights are given officer-equivalent ranks within its command structure. Empowered by the Light Side, the heroic Jedi Order leads the charge against the Sith and the Confederacy. Most star systems and major planets are protected by the watchful gaze of Jedi Generals, their Padawans and the clone trooper army. Though they stand as guardians of the Republic, the Order's increased role in the affairs of state and the military has been criticized. Some Jedi have even abandoned the Republic entirely, defecting to the Confederacy and becoming Dark Jedi. Jedi Ranks Younglings are taken from their families at an early age, and are raised in the Jedi Temple, or a variety of conclaves. They have until the age of thirteen to impress a senior Jedi, and be taken on as a Padawan. When Padawans achieve certain successes and pass certain trials, they graduate to the level of a Jedi Knight. Only a few Jedi Knights are honoured with the promotion to Jedi Master (a prerequisite for promotion to the Jedi Council). Sith The Sith are a dark mirror to the Jedi. They are a sect of Force-Sensitives who utilize the Dark Side of the Force. Sith believe in the strengthening of the individual, the embracing of emotion, and the satisfaction of victory over one's internal struggles. The Order of the Sith The death of Darth Sidious early in the Clone Wars shaped the Sith Order into Dooku's image. The Rule of Two has been discarded, in favour of greater numbers and a more unified vision of bringing darkness across the galaxy. A close ally of the CIS, the Sith differ from the Jedi in many ways. Unlike the Jedi and many ancient Sith, who viewed love as a dangerous force, the Sith Order has embraced it. They take an active interest in the lives of their members and encourage them to make strong relationships and connections with others, be they relatives or fellow initiates. The theory here being is that it is much easier to care for the troubles of the galaxy. The enigmatic and calculating Darth Scitus has united scattered enclaves of Dark Side users into a new Sith Order. Many Dark Side organizations have been folded into it out of necessity. The Nightsisters, Dathomiri Dark Side witches with access to unique abilities, have joined the Sith Order in full. The Blackguard of Mustafar serve the Order as dedicated Dark Side archivists and researchers; while the Mercosa Order trains select Sith Apprentices in the arts of espionage and assassinations. These assassins are regarded as some of the finest in the galaxy, and many corrupt Jedi have fallen to their blades. The Sith are headquartered in the Renaissance, a massive and heavily modified Subjagator-class cruiser that is alive with the Dark Side. They roam across space, recruiting Force-sensitives and tutoring them in the ways of the Sith. Many secrets have been forgotten in the mists of time, weapons long dormant, spells long uncast, power long untapped lurking in the dark places of the galaxy. If the Sith Order could access these they would have a much needed advantage in this seemingly endless war. Sith Ranks The Sith Order is led the by the Cabal, a collection of thirteen Darths, who each control a different part of the Sith Order, which often translates into working closely with a similar part of the CIS or, indeed, even heading it. This Cabal reports directly to Darth Scitus, who has the final say in most matters. Darth is the rough equivalent of a Jedi Master, and is the minimum required rank to be invited to the Cabal. Below them are the Sith Lords, the equivalent to Jedi Knights. Each one of these beings could be selected to help oversee the training of Sith Apprentices, who, unlike Jedi Padawans, are primarily trained communally, to ensure they have a large breadth of experience to draw upon. The Sith Initiates, the lowest rank in the order, are recruited from across the Galaxy and put through a series of basic tests at the end of their education to determine if they are ready to become an Apprentice. Mandalorians Not interested in the orders of Jedi or Sith? The Mandalorians may be a choice for your character! The legendary armoured warriors are allied with the Confederacy of Independent Systems. The Mandalorian Protectors The Mandalorians are a proud people and they have been grievously insulted and demeaned throughout the past twenty years. First, the Republic raised an army of slaves with the face of one of their Mandalores, then occupied their planet, forced millions into exile and dismantled the traditional Mandalorian militaries. Only the Death Watch resisted them, fighting a long, bloody guerilla war against the Republic. The Duchess of Mandalore, Satine, collaborated with the Republic for a time, but developed misgivings as the more and more Republic industries filled the planet, as more and more farmlands were burned, more and more land strip mined for the valuable minerals within. The Republic saw this and the conniving Jedi staged a false flag operation, slaughtering members of the Death Watch, including Satines own sister, in an attempt to illustrate Confederate treachery to the Duchess and ensure her support. This ruse worked for some time, but the arrival of the soon-to-be Mandalore the Reclaimer changed this. Formerly a bounty hunter, the Reclaimer rallied the people of Mandalore and staged a revolt against the Republic. After the truth of her sister's fate was delivered to her by a Sith agent, Satine threw her support behind the revolt. She set up a trap for the Republic, luring many of their ships into the atmosphere.and into the range of atmospheric vessels, allowing the forces of the Reclaimer to hijack the entire fleet. From here, the Mandalorian forces fled into the void with a fleet of ships, throwing their weight behind the Confederacy. Today Mandalorian warriors serve as an elite force within the Confederacy, often working alongside the Sith Order in raids against the forces of the Jedi. They are commanded by Mandalore the Reclaimer, advised by the former Duchess Satine, who has at last taken up the arms she had long disdained. In many ways, the Mandalorian culture has thrived as a result of the war. They draw recruits from the most promising members of the Confederacy, allowing them to keep their numbers up even as they fight to defeat the Republic and retake their home. Crime Syndicates In addition to the main powers, there are a number of crime syndicates in the Galaxy. While their diversity has been stunted by actions taken by the Republic, there remain three major factions in the underworld. If you wish to create a bounty hunter, a smuggler, or a space pirate, they will fall under one of these two factions. Black Sun/Hutt Cartel Alliance Black Sun and the Hutt Cartels have an alliance, which is loosely aligned with the Galactic Republic. Black Sun Prince Xizor's crime syndicate has developed a working relationship with the Jedi Republic. In exchange for some financial benefits and access to the syndicate's vast network of intelligence, the Republic's representatives permit Black Sun to continue its operations. They operate out of Coruscant, and have a hand in almost every realm of shady business, from spice smuggling to slave trading. The syndicate has a reasonably sized navy of ships, and an atmospheric army that would rival a small planet. With the implied approval of the Republic and the Jedi Order, Black Sun works with the Hutt Cartel to manage most of the illegal activities in the galaxy, and maintain the official Bounty Hunters' Guild. Hutt Cartel The Hutts attempted to play a neutral role early in the Clone Wars, providing support to both the CIS and the Republic. Following the restructuring of the cartel during the Clone Wars, they eventually saw the Light, and threw their weight behind the Jedi. The Republic currently supports the leadership of Vedo Anjliiac Antirue and his three sons, whom have firm control over the remaining kajidics, and are loyal to the Republic. The Cartel is currently based in Nal Hutta and the Smugglers' Moon, Nar Shaddaa. They retain influence over much of what was once Hutt Space and some parts of the Outer Rim. In addition, they help manage the official Smugglers' Alliance. Zann Consortium The Zann Consortium is a relatively new member and rising star in the criminal lord. Their leader, Tyber Zann, was once employed by the Black Sun/Hutt Cartel Alliance, but soon struck out on his own, creating an underworld organization that operates without the tacit approval of the Republic. They have a secret base on one of the forest moons of Endor, and have a significant subversive presence in Hutt and Black Sun space. To avoid the exorbitant surcharges required to smuggle goods under the Hutts or Xizor, smugglers not affiliated with the Smugglers' Alliance are loosely aligned with the Zann family. The Zann Consortium also operates the payouts of bounties which are not approved by Black Sun/Hutt Cartel alliance. It is not uncommon for Zann Consortium ships to engage in acts of piracy against Black Sun and the Hutts, or the Republic. Starting Locations Coruscant: The capital of the Galactic Republic and home to over a trillion inhabitants. The entire planet is one big city, and is home to the Jedi Temple, the Galactic Senate, and the offices of the Black Sun crime syndicate. It has over 5,000 levels. Its lowest levels are a literal underworld of crime and danger. Located at the intersection of numerous major hyperlanes, Coruscant is a vital planet, both strategically and politically. Dathomir: Dathomir is an obscure planet in the Outer Rim, and is the secret stronghold of the Confederacy of Independent Systems. Before the CIS established their presence on the planet, the Jedi had invaded it, shattering a native clan of Dark-Side users, before leaving to address bigger dangers to the galaxy. It is a temperate and beautiful planet, with a wide variety of natural terrain. Aside from the CIS's presence, the planet is fairly sparsely populated. The Confederacy has turned it into a secret fortress. Renaissance: The Renaissance is a heavily modified Subjugator-class heavy cruiser, and the home of the Sith Order. It is a large vessel, over five kilometres long, and travels from star system to star system, avoiding the Jedi who hunt for it. Nal Hutta - Nal Hutta, the Glorious Jewel, is the capital of Hutt Space, located in the Mid-Rim. It is a planet that combines the beautiful with the decadent. Once a place of lush jungles, the Hutts have transformed the planet into marsh, blended with heavy industrial zones, strip-mines, and Hutt-run pleasure gardens and palaces. The Hutt Cartels are headquartered in the capital of Bilbousa, and the Guarja Shipyards are based here. Nar Shaddaa: Nar Shaddaa, the Smugglers' Moon or Little Coruscant, is known for its beautiful stench and decay of desperate living. It is the largest moon of Nal Hutta, and is entirely urbanized. It is a dangerous place, a hive of scum and villainy, where the most diverse groups of smugglers and bounty hunters gather. Crime is everywhere, and the thriving spaceport is ruled by the Hutt Cartel. Many of the galaxy's most advanced technologies are developed on Nar Shaddaa, as companies avoiding regulations often run their tests there. The Forest Moon of Endor: The forest moon of Endor is home to the Zann Consortium's secret base of operations. Nestled within the trees is the heart of a growing criminal empire that could rival the Hutt Cartels and Black Sun. Its native inhabitants, a race of teddy-bear like creatures, has largely been exterminated by the Consortium. None remain left in the wild, though a few are retained for entertainment purposes. Gameplay Gameplay takes the form of OOC (Out of Character) and IC (In Character) posts. Here are the basics. Beginning - Upon the approval of your character, you will start out in one of several locations. Jedi begin their journey in the Jedi Temple on Coruscant. Sith begin on the Renaissance, the mobile base of the Sith Order. CIS characters and Mandalorians begin on the Confederacy stronghold of Dathomir, and Republic characters will start on Coruscant. Characters involved in the crime syndicates will generally start either on Nar Shaddaa (the Smuggler's Moon), or its planet Nal Hutta. Black Sun operatives have the option of beginning on Coruscant or Nar Shaddaa, and playing with the Zann Consortium allows one to have the option of beginning at a certain moon of Endor. If you want to splay as a spy, your character will start on his/her true faction's planet (you'll have to play out the infiltration). Once you begin, and have spent as much time as you need on the starting planet, you may travel out to the vast number of planets and star systems that make up the Star Wars galaxy. Travel - Travel is facilitated through hyperdrives, which shunt ships into hyperspace and reduce intersystem travel time significantly. Due to the impracticalities of writing out two weeks of in-character time in hyperspace, we will be relying on your discretion as players. There is some differentiation between different forms of travel. Big ships (be they battleships, capital ships, cruisers, heavy freighters, etc.) will take anywhere from three days to two weeks (in-game) to travel from location to location in hyperspace. These would be used more for military campaigns, or as settings for secondary plots (Murder on the Venator express, training while traveling etc.). Because PCs will not be commanding big ships (at least initially), it will not have any direct implications on players. Small ships, which are settings less likely to be plot-heavy, will have shorter travel times, down to a minimum of a few hours in-game. Travel in small ships would be facilitated by three hyperspace travel posts with a mandatory total minimum of six paragraphs (spaced out at your discretion). If you want to stretch out a bit of a plot in your light freighter, feel free to add additional non-mandatory travel posts (your total travel time of a few hours will not be affected). Please label your IC with its Hyperspace Post Number. If you have any further questions on travel, pop one of us staffers a PM, and we'll explain things further. Combat - Combat will be loosely turn-based. Here is an example below. Quote Quote IC (PC 2 - Alderaan) The massive Trandoshan Jedi sprang to his feet, executing a force-assisted backflip that took him out of harm's way. "An assassin. Fitting! Scitus is not man enough to face me himself!" Raising his right claw, PC 2 struck out with the force, raising various pebbles, rocks, stones and other debris from their resting places and hurling them at the PC 1. Keep the rules in mind, and try to follow a code of etiquette. Remember, even though you are a PC, you are not invincible. Death Because Qui-Gon Jinn's death occurred much later in the timeline (following his break from the Order), the Jedi have not learned how to turn into Force Ghosts. Doing so will require the discovery and careful study of an artifact which has long been lost to the Jedi. As a result, once your character is dead, they will not return as a Force Ghost. Extraordinarily powerful Sith have been known to tie their spirits to a single location with their hate and rage, but this technique is limited, and only the most powerful of Darths can hope to retain a semblance of their former identities. Rules The galaxy is a wild place, but we have to have some rules, otherwise itd be utter chaos. 1. All BZP rules apply. 2. If you have a problem with another RPer, inform a staff member immediately, dont cause a disturbance in the OOC topic or the main RPG. 3. This game is based on a sci-fi series, emphasis on the '-fi', and there are a number of things with the physics of Star Wars which do not necessarily line up with our own rules (for instance, the inexplicably equivalent levels of gravity found on most planets). Being overly nitpicky in the application of our world's physics to the game will be frowned upon. 4. Though you can play a force user, you wont, in general, be able to start out as a Master or a Darth. These are positions that need to be earned through IC actions. 5. Label in character posts IC, label any out of character comments OOC. We have an OOC thread for discussing the RPG in solely OOC terms. 6. No controlling other peoples characters without permission. 7. No autohitting, but by the same token, dont expect to dodge your enemy forever. PC vs PC battles are always tricky, and the staff will be watching to ensure they are played out fairly. 8. No G-modding, if you think your character can take over a ship or a base singlehandedly, you are sadly mistaken. Your character is mortal and they have limits, push those limits too far and there will be consequences. 9. From time to time, your characters may be summoned back to their faction starting locations. You will be notified in an OOC post by a staff member. If summoned, have them travel back to your faction's starting location. Failure to do so will have consequences. Consequences A first offense will generally incur a warning from a staff member (either over PM or in an OOC post). Second offences may result in some form of in-game punishment from your character or a temporary ban from playing the game (between one and two weeks real-time). Third warnings will result in the death of one or more of your offending characters and a three week ban from playing. A fourth offence will result in a permanent ban from the RPG. If rule number 7, 8 or 9 are broken in particularly spectacular fashions, we reserve the right to maim or kill offending characters. Staff Creator & Host - Madara: Mangekyou Master Co-Host - Basilisk Co-Host - Ymper Trymon Profiles Here are the forms you'll need to submit a profile. Once you've completed a form, post it in the discussion topic, and wait for approval from two staffers. Blatant expies from the Star Wars universe, or other franchises will not be tolerated. If I see a Raiden, Solid Snake, Schlook Skystrider, or Yolo Swaggins, they will not be approved. While custom species will not be accepted, a character may be a (reasonable) hybrid species. You may make up to eight profiles. Name: (What is your character's name? How do they refer to themselves?) Species: (Is your character an alien, a droid, a human, or near-human? There are many alien species within the Star Wars universe, pick one for your character. No custom species will be accepted.) Gender: (What is your character's applicable gender?) Faction: (Which faction is your character affiliated with?) Rank: (This is for Jedi, Sith, or military characters) Occupation: (What kind of work do they do? Grand Army of the Republic medic? Droid repair technician? Jedi Commander? Sith assassin?) Skills: (Have they picked up any skills throughout their life? For Jedi and Sith lightsaber wielders, please specify which of the Seven Forms of Lightsaber combat your character specializes in.) Force Abilities: (If your character is a Force-sensitive, what kind of abilities have they specialized in?) Equipment or Weapons: (What kind of equipment and weapons do they have? Armour? A holdout blaster? If they're a Jedi or Sith, what kind of lightsaber do they wield?) Appearance: (How do they look? Do they have any distinctive features?) Personality: (Self-explanatory. Describe a bit of your character's personality.) Home Planet: (From where do they hail?) History: (Give a brief background of your character's life.) A character has to have some way of getting around the galaxy, no? If your character is a soldier, they'd likely catch rides on great capital ships. However, there are smaller ships, freighters, fighters available for your transport needs. Ship Name: (The Bonny Bunny, Sentinel's Kiss, Gertrude etc, etc. Does your ship have a name?) Model: (What make and model is your ship? A trusty YT-1300, or maybe a sleek Lambda-class shuttle. Bear in mind, the size of your ship will be limited by its crew. There'll be no giant Star Destroyers for players, at least not yet.) Function: (Is it a starfighter, an old freighter, or a personal shuttle?) Weapons: (What kind of weapons, if any, is your ship outfitted with? Please, keep it reasonable. There'll be no planet-killing superlaser on a starfighter) Modifications: (Have you modified your ship's cargo space? Weapons systems? Is there anything unique about the ship?) Background: (Give a brief background of the ship. It can be as mundane as a bargain from the used spaceship guy, to something inherited from your character's ancestors, to a stolen ship) If you have any questions or need some additional information to get started, feel free to shoot a PM to one of the staff.
  5. STAR WARS: GALAXY AT WAR Introduction What would Star Wars be like without the Skywalkers? Would the story we know and love be different without The Chosen One? Step into Star Wars: Galaxy At War, and you'll soon find out how much things can change. It is an era of conflict and strife in the Galaxy. Agents of the CONFEDERACY OF INDEPENDENT SYSTEMS continue to strike at the clone armies of the GALACTIC REPUBLIC and at the ranks of the JEDI ORDER. The CLONE WARS have raged on for over twenty years and though the Confederacy has been forced to abandon many of its holdings within the galaxy, their hidden bases continue to elude discovery by the forces of the Republic. GRANDMASTER WINDU is certain that the war has entered its final years. The forces of the DARTH SCITUS and GENERAL GRIEVOUS have been reduced in recent years, as some of the last Confederate strongholds fall. The history of the galaxy is still troubled however. The death of COUNT DOOKU above his home world of Serreno should have, in the estimate of many Jedi, ended the war. Without its charismatic head of state, they hoped that the Confederacy would collapse. This did not occur, the Confederacy rallied behind the Jedi QUI-GON JINN, a student of Count Dooku. The war raged on for many years, the revelation that SUPREME CHANCELLOR PALPATINE was a Sith Lord threw the Republic into chaos, forcing the Jedi Order to take a much more active role in the defense and governance of the Republic, supplementing and eventually overpowering the SENATE. Eventually, the Confederacy was beaten back by the Republic, forcing it to take refuge in the RISHI MAZE, the UNKNOWN REGIONS and the GALACTIC VOID. In these isolated, dangerous locations, the Confederacy continues to fight a bitter insurgency against the gigantic Galactic Republic. The war has not gone well for the Confederacy, QUI-GON JINN perished at the hands of the Grandmaster and his council at the battle of Felucia. The Jedi and the Republic have tightened their hold on the galaxy, crushing or subverting many third parties. The HUTT CARTEL and the MANDALORIANS have all felt the wrath of the Galactic Republic. The Confederacy has come under new leadership in recent years however, and the SITH ORDER has experienced a resurgence not seen since the New Sith Wars. Under the leadership of the mysterious DARTH SCITUS, the Confederacy and the Sith Order have staged several successful attacks against Republic planets and fleets. Grandmaster Windu and the Jedi Order have vowed to crush the Confederacy once and for all, but many are skeptical of their abilities to do this. Factions: The world of Stars Wars is one teeming with conflict. This RPG is no exception. Pick a faction from the selection below! There are two major factions, the Confederacy of Independent Systems and the Galactic Republic. These two have a number of sub-groups you may join. Will your character wield the crimson blades of the Sith, don the white armour of an elite Republic clone trooper, smuggle spice under the Hutts, or lead the Republic into victory as a Jedi? CIS The Confederacy of Independent Systems is a rebellion against the Republic. They are allied with the Mandalorians and Sith in their fight against the Republic and the Jedi. The Confederacy of Independent Systems The CIS has fallen on hard times in recent years, no longer can they face the Republic on the battlefield consistently, having to resort to raids and hit and run strikes. What was once a galaxy-spanning war has degenerated into little more than a large insurgency. The CIS remains however, dedicated to its ideals of independence and freedom. The Confederacy still fields droid armies, but their numbers are a far cry from the legions that stormed worlds early in the Clone Wars. However, a new source of soldiers, agents and informants has stepped in to fill the gap. Many worlds groan under the heel of the Jedi, and the inhabitants of these worlds now fill the ranks the CIS. The CIS is allied with a number of groups. The resurgent Mandalorian military have bolstered its military strength. A new Sith Order, dedicated to freedom and emotion, has also arisen within the ranks of the CIS, drawing recruits from the military and star systems sympathetic to the cause. A few Jedi have also defected from the decadence of the Republic, joining the CIS while being branded by the Republic propaganda machine as Dark Jedi. It is a cultural mosaic. Humans serve alongside Geonosians, Jedi alongside Sith, cyborgs and organics mingle freely. The Confederacy is ruled by the Separatist Council, a coalition of admirals, exiled senators and other noteworthies, who dictate and set overall Confederate policy. Within any given fleet however, the local Sith and Admiral normally have a great deal of leeway, a result of the cell strategy pursued by the Confederacy. No one fleet knows where the other is at any given time and communications with Confederate bases and thus, the council, is sparse at best. Despite the losses suffered in recent years, the CIS remains ready to stand against the bloated and corrupt Galactic Republic. With shipyards, bases and fleets hidden in unexplored voids and regions of space, the Confederacy plans, it builds, and it attacks. The Republic is a great beast, but many small and quick beings can down even the mightiest dragons. This lesson has been repeated throughout countless species history and it is time the Republic learn this, at a long last. Then a new age of freedom and progress can finally-finally-rise from the ashes of the Clone Wars. The Republic The Republic. If anyone of you have seen Star Wars, you know the Republic well enough. If you want to defend democracy as an elite clone trooper, a member of the Jedi Order, or Senator, this is the faction for you! The Galactic Republic The Galactic Republic has stood as the bastion of democracy and freedom for the past 25 millennia. The Republic and the Jedi have protected the democratic ideal from threats, both internal and external. The Clone Wars saw the creation of the Grand Army of the Republic, a force of Kaminoan-created clone troopers numbering in the hundreds of billions. They are made from genetic material taken from the infamous bounty hunter, Jango Fett. While the clone troopers' source material was a headstrong, independent man, his "descendants" have had their genes and minds modified for obedience to their Jedi Generals. A select number of clones are not modified for obedience, and have enhanced cognitive abilities, acting as super-soldiers, top-level commandos, and officers. The Senate continues to be a place of political intrigue, with various politicians jockeying for positions under the Supreme Chancellor. The Jedi have taken a much more interactive role in the affairs of the Republic, with Jedi representatives standing alongside every group of Senators from each system and sector. This is done to better ensure the smooth enactment of the Republic's goals. In addition, the Jedi serve as military governors on most major planets. Grandmaster Windu and other members of the Jedi Council have the highest practical level of control over the Grand Army of the Republic, and meet with the Supreme Chancellor and his cabinet from time to time, in order to deliberate on the general aims of the conflict with the Confederacy. Jedi The Holy Order of the Jedi Knights is an ancient, monastic peacekeeping organization unified by its belief and observance of the Light Side of the Force. They are the guardians of peace, and justice in the Galactic Republic, and have combatted the Confederacy and the Sith over the years. They traditionally wield lightsabers, and tap into the Light Side to perform amazing feats. The Jedi Order Following Yoda's sacrifice to defeat the Sith puppetmaster, Chancellor Palpatine, the Jedi Council redoubled their efforts to root out the Sith and the CIS. Grandmaster Mace Windu has led the Jedi and the Grand Army of the Republic for nearly two decades, shattering the Confederacy of Independent Systems, and personally bringing down the treacherous Count Dooku. The Order remains the protector of the Senate, the shield of galactic democracy. Grandmaster Windu's era of leadership has seen the Jedi Order integrate better with the workings of the Republic, and the rise of many shining stars in the Jedi Council. The Jedi Temple on Coruscant remains the central hub of the Order. Thousands of younglings are brought to the Temple and various Enclave planets each year, in order to receive training in the ways of the Force. Some are selected by senior Jedi to become Padawans, and embark on a journey towards Knighthood, while others are enlisted into the Jedi Service Corps, working to better the galaxy in Agriculture, Medicine, Exploration and Education. The Order has maintained its close relationship with the Grand Army of the Republic, and Padawans and Knights are given officer-equivalent ranks within its command structure. Empowered by the Light Side, the heroic Jedi Order leads the charge against the Sith and the Confederacy. Most star systems and major planets are protected by the watchful gaze of Jedi Generals, their Padawans and the clone trooper army. Though they stand as guardians of the Republic, the Order's increased role in the affairs of state and the military has been criticized. Some Jedi have even abandoned the Republic entirely, defecting to the Confederacy and becoming Dark Jedi. Jedi Ranks Younglings are taken from their families at an early age, and are raised in the Jedi Temple, or a variety of conclaves. They have until the age of thirteen to impress a senior Jedi, and be taken on as a Padawan. When Padawans achieve certain successes and pass certain trials, they graduate to the level of a Jedi Knight. Only a few Jedi Knights are honoured with the promotion to Jedi Master (a prerequisite for promotion to the Jedi Council). Sith The Sith are a dark mirror to the Jedi. They are a sect of Force-Sensitives who utilize the Dark Side of the Force. Sith believe in the strengthening of the individual, the embracing of emotion, and the satisfaction of victory over one's internal struggles. The Order of the Sith The death of Darth Sidious early in the Clone Wars shaped the Sith Order into Dooku's image. The Rule of Two has been discarded, in favour of greater numbers and a more unified vision of bringing darkness across the galaxy. A close ally of the CIS, the Sith differ from the Jedi in many ways. Unlike the Jedi and many ancient Sith, who viewed love as a dangerous force, the Sith Order has embraced it. They take an active interest in the lives of their members and encourage them to make strong relationships and connections with others, be they relatives or fellow initiates. The theory here being is that it is much easier to care for the troubles of the galaxy. The enigmatic and calculating Darth Scitus has united scattered enclaves of Dark Side users into a new Sith Order. Many Dark Side organizations have been folded into it out of necessity. The Nightsisters, Dathomiri Dark Side witches with access to unique abilities, have joined the Sith Order in full. The Blackguard of Mustafar serve the Order as dedicated Dark Side archivists and researchers; while the Mercosa Order trains select Sith Apprentices in the arts of espionage and assassinations. These assassins are regarded as some of the finest in the galaxy, and many corrupt Jedi have fallen to their blades. The Sith are headquartered in the Renaissance, a massive and heavily modified Subjagator-class cruiser that is alive with the Dark Side. They roam across space, recruiting Force-sensitives and tutoring them in the ways of the Sith. Many secrets have been forgotten in the mists of time, weapons long dormant, spells long uncast, power long untapped lurking in the dark places of the galaxy. If the Sith Order could access these they would have a much needed advantage in this seemingly endless war. Sith Ranks The Sith Order is led the by the Cabal, a collection of thirteen Darths, who each control a different part of the Sith Order, which often translates into working closely with a similar part of the CIS or, indeed, even heading it. This Cabal reports directly to Darth Scitus, who has the final say in most matters. Darth is the rough equivalent of a Jedi Master, and is the minimum required rank to be invited to the Cabal. Below them are the Sith Lords, the equivalent to Jedi Knights. Each one of these beings could be selected to help oversee the training of Sith Apprentices, who, unlike Jedi Padawans, are primarily trained communally, to ensure they have a large breadth of experience to draw upon. The Sith Initiates, the lowest rank in the order, are recruited from across the Galaxy and put through a series of basic tests at the end of their education to determine if they are ready to become an Apprentice. Mandalorians Not interested in the orders of Jedi or Sith? The Mandalorians may be a choice for your character! The legendary armoured warriors are allied with the Confederacy of Independent Systems. The Mandalorian Protectors The Mandalorians are a proud people and they have been grievously insulted and demeaned throughout the past twenty years. First, the Republic raised an army of slaves with the face of one of their Mandalores, then occupied their planet, forced millions into exile and dismantled the traditional Mandalorian militaries. Only the Death Watch resisted them, fighting a long, bloody guerilla war against the Republic. The Duchess of Mandalore, Satine, collaborated with the Republic for a time, but developed misgivings as the more and more Republic industries filled the planet, as more and more farmlands were burned, more and more land strip mined for the valuable minerals within. The Republic saw this and the conniving Jedi staged a false flag operation, slaughtering members of the Death Watch, including Satines own sister, in an attempt to illustrate Confederate treachery to the Duchess and ensure her support. This ruse worked for some time, but the arrival of the soon-to-be Mandalore the Reclaimer changed this. Formerly a bounty hunter, the Reclaimer rallied the people of Mandalore and staged a revolt against the Republic. After the truth of her sister's fate was delivered to her by a Sith agent, Satine threw her support behind the revolt. She set up a trap for the Republic, luring many of their ships into the atmosphere.and into the range of atmospheric vessels, allowing the forces of the Reclaimer to hijack the entire fleet. From here, the Mandalorian forces fled into the void with a fleet of ships, throwing their weight behind the Confederacy. Today Mandalorian warriors serve as an elite force within the Confederacy, often working alongside the Sith Order in raids against the forces of the Jedi. They are commanded by Mandalore the Reclaimer, advised by the former Duchess Satine, who has at last taken up the arms she had long disdained. In many ways, the Mandalorian culture has thrived as a result of the war. They draw recruits from the most promising members of the Confederacy, allowing them to keep their numbers up even as they fight to defeat the Republic and retake their home. Crime Syndicates In addition to the main powers, there are a number of crime syndicates in the Galaxy. While their diversity has been stunted by actions taken by the Republic, there remain three major factions in the underworld. If you wish to create a bounty hunter, a smuggler, or a space pirate, they will fall under one of these two factions. Black Sun/Hutt Cartel Alliance Black Sun and the Hutt Cartels have an alliance, which is loosely aligned with the Galactic Republic. Black Sun Prince Xizor's crime syndicate has developed a working relationship with the Jedi Republic. In exchange for some financial benefits and access to the syndicate's vast network of intelligence, the Republic's representatives permit Black Sun to continue its operations. They operate out of Coruscant, and have a hand in almost every realm of shady business, from spice smuggling to slave trading. The syndicate has a reasonably sized navy of ships, and an atmospheric army that would rival a small planet. With the implied approval of the Republic and the Jedi Order, Black Sun works with the Hutt Cartel to manage most of the illegal activities in the galaxy, and maintain the official Bounty Hunters' Guild. Hutt Cartel The Hutts attempted to play a neutral role early in the Clone Wars, providing support to both the CIS and the Republic. Following the restructuring of the cartel during the Clone Wars, they eventually saw the Light, and threw their weight behind the Jedi. The Republic currently supports the leadership of Vedo Anjliiac Antirue and his three sons, whom have firm control over the remaining kajidics, and are loyal to the Republic. The Cartel is currently based in Nal Hutta and the Smugglers' Moon, Nar Shaddaa. They retain influence over much of what was once Hutt Space and some parts of the Outer Rim. In addition, they help manage the official Smugglers' Alliance. Zann Consortium The Zann Consortium is a relatively new member and rising star in the criminal lord. Their leader, Tyber Zann, was once employed by the Black Sun/Hutt Cartel Alliance, but soon struck out on his own, creating an underworld organization that operates without the tacit approval of the Republic. They have a secret base on one of the forest moons of Endor, and have a significant subversive presence in Hutt and Black Sun space. To avoid the exorbitant surcharges required to smuggle goods under the Hutts or Xizor, smugglers not affiliated with the Smugglers' Alliance are loosely aligned with the Zann family. The Zann Consortium also operates the payouts of bounties which are not approved by Black Sun/Hutt Cartel alliance. It is not uncommon for Zann Consortium ships to engage in acts of piracy against Black Sun and the Hutts, or the Republic. Starting Locations Coruscant: The capital of the Galactic Republic and home to over a trillion inhabitants. The entire planet is one big city, and is home to the Jedi Temple, the Galactic Senate, and the offices of the Black Sun crime syndicate. It has over 5,000 levels. Its lowest levels are a literal underworld of crime and danger. Located at the intersection of numerous major hyperlanes, Coruscant is a vital planet, both strategically and politically. Dathomir: Dathomir is an obscure planet in the Outer Rim, and is the secret stronghold of the Confederacy of Independent Systems. Before the CIS established their presence on the planet, the Jedi had invaded it, shattering a native clan of Dark-Side users, before leaving to address bigger dangers to the galaxy. It is a temperate and beautiful planet, with a wide variety of natural terrain. Aside from the CIS's presence, the planet is fairly sparsely populated. The Confederacy has turned it into a secret fortress. Renaissance: The Renaissance is a heavily modified Subjugator-class heavy cruiser, and the home of the Sith Order. It is a large vessel, over five kilometres long, and travels from star system to star system, avoiding the Jedi who hunt for it. Nal Hutta - Nal Hutta, the Glorious Jewel, is the capital of Hutt Space, located in the Mid-Rim. It is a planet that combines the beautiful with the decadent. Once a place of lush jungles, the Hutts have transformed the planet into marsh, blended with heavy industrial zones, strip-mines, and Hutt-run pleasure gardens and palaces. The Hutt Cartels are headquartered in the capital of Bilbousa, and the Guarja Shipyards are based here. Nar Shaddaa: Nar Shaddaa, the Smugglers' Moon or Little Coruscant, is known for its beautiful stench and decay of desperate living. It is the largest moon of Nal Hutta, and is entirely urbanized. It is a dangerous place, a hive of scum and villainy, where the most diverse groups of smugglers and bounty hunters gather. Crime is everywhere, and the thriving spaceport is ruled by the Hutt Cartel. Many of the galaxy's most advanced technologies are developed on Nar Shaddaa, as companies avoiding regulations often run their tests there. The Forest Moon of Endor: The forest moon of Endor is home to the Zann Consortium's secret base of operations. Nestled within the trees is the heart of a growing criminal empire that could rival the Hutt Cartels and Black Sun. Its native inhabitants, a race of teddy-bear like creatures, has largely been exterminated by the Consortium. None remain left in the wild, though a few are retained for entertainment purposes. Gameplay Gameplay takes the form of OOC (Out of Character) and IC (In Character) posts. Here are the basics. Beginning - Upon the approval of your character, you will start out in one of several locations. Jedi begin their journey in the Jedi Temple on Coruscant. Sith begin on the Renaissance, the mobile base of the Sith Order. CIS characters and Mandalorians begin on the Confederacy stronghold of Dathomir, and Republic characters will start on Coruscant. Characters involved in the crime syndicates will generally start either on Nar Shaddaa (the Smuggler's Moon), or its planet Nal Hutta. Black Sun operatives have the option of beginning on Coruscant or Nar Shaddaa, and playing with the Zann Consortium allows one to have the option of beginning at a certain moon of Endor. If you want to splay as a spy, your character will start on his/her true faction's planet (you'll have to play out the infiltration). Once you begin, and have spent as much time as you need on the starting planet, you may travel out to the vast number of planets and star systems that make up the Star Wars galaxy. Travel - Travel is facilitated through hyperdrives, which shunt ships into hyperspace and reduce intersystem travel time significantly. Due to the impracticalities of writing out two weeks of in-character time in hyperspace, we will be relying on your discretion as players. There is some differentiation between different forms of travel. Big ships (be they battleships, capital ships, cruisers, heavy freighters, etc.) will take anywhere from three days to two weeks (in-game) to travel from location to location in hyperspace. These would be used more for military campaigns, or as settings for secondary plots (Murder on the Venator express, training while traveling etc.). Because PCs will not be commanding big ships (at least initially), it will not have any direct implications on players. Small ships, which are settings less likely to be plot-heavy, will have shorter travel times, down to a minimum of a few hours in-game. Travel in small ships would be facilitated by three hyperspace travel posts with a mandatory total minimum of six paragraphs (spaced out at your discretion). If you want to stretch out a bit of a plot in your light freighter, feel free to add additional non-mandatory travel posts (your total travel time of a few hours will not be affected). Please label your IC with its Hyperspace Post Number. If you have any further questions on travel, pop one of us staffers a PM, and we'll explain things further. Combat - Combat will be loosely turn-based. Here is an example below. Quote Quote IC (PC 2 - Alderaan) The massive Trandoshan Jedi sprang to his feet, executing a force-assisted backflip that took him out of harm's way. "An assassin. Fitting! Scitus is not man enough to face me himself!" Raising his right claw, PC 2 struck out with the force, raising various pebbles, rocks, stones and other debris from their resting places and hurling them at the PC 1. Keep the rules in mind, and try to follow a code of etiquette. Remember, even though you are a PC, you are not invincible. Death Because Qui-Gon Jinn's death occurred much later in the timeline (following his break from the Order), the Jedi have not learned how to turn into Force Ghosts. Doing so will require the discovery and careful study of an artifact which has long been lost to the Jedi. As a result, once your character is dead, they will not return as a Force Ghost. Extraordinarily powerful Sith have been known to tie their spirits to a single location with their hate and rage, but this technique is limited, and only the most powerful of Darths can hope to retain a semblance of their former identities. Rules The galaxy is a wild place, but we have to have some rules, otherwise itd be utter chaos. 1. All BZP rules apply. 2. If you have a problem with another RPer, inform a staff member immediately, dont cause a disturbance in the OOC topic or the main RPG. 3. This game is based on a sci-fi series, emphasis on the '-fi', and there are a number of things with the physics of Star Wars which do not necessarily line up with our own rules (for instance, the inexplicably equivalent levels of gravity found on most planets). Being overly nitpicky in the application of our world's physics to the game will be frowned upon. 4. Though you can play a force user, you wont, in general, be able to start out as a Master or a Darth. These are positions that need to be earned through IC actions. 5. Label in character posts IC, label any out of character comments OOC. We have an OOC thread for discussing the RPG in solely OOC terms. 6. No controlling other peoples characters without permission. 7. No autohitting, but by the same token, dont expect to dodge your enemy forever. PC vs PC battles are always tricky, and the staff will be watching to ensure they are played out fairly. 8. No G-modding, if you think your character can take over a ship or a base singlehandedly, you are sadly mistaken. Your character is mortal and they have limits, push those limits too far and there will be consequences. 9. From time to time, your characters may be summoned back to their faction starting locations. You will be notified in an OOC post by a staff member. If summoned, have them travel back to your faction's starting location. Failure to do so will have consequences. Consequences A first offense will generally incur a warning from a staff member (either over PM or in an OOC post). Second offences may result in some form of in-game punishment from your character or a temporary ban from playing the game (between one and two weeks real-time). Third warnings will result in the death of one or more of your offending characters and a three week ban from playing. A fourth offence will result in a permanent ban from the RPG. If rule number 7, 8 or 9 are broken in particularly spectacular fashions, we reserve the right to maim or kill offending characters. Staff Creator & Host - Madara: Mangekyou Master Co-Host - Basilisk Co-Host - Ymper Trymon Profiles Here are the forms you'll need to submit a profile. Once you've completed a form, post it in the discussion topic, and wait for approval from two staffers. Blatant expies from the Star Wars universe, or other franchises will not be tolerated. If I see a Raiden, Solid Snake, Schlook Skystrider, or Yolo Swaggins, they will not be approved. While custom species will not be accepted, a character may be a (reasonable) hybrid species. You may make up to eight profiles. Name: (What is your character's name? How do they refer to themselves?) Species: (Is your character an alien, a droid, a human, or near-human? There are many alien species within the Star Wars universe, pick one for your character. No custom species will be accepted.) Gender: (What is your character's applicable gender?) Faction: (Which faction is your character affiliated with?) Rank: (This is for Jedi, Sith, or military characters) Occupation: (What kind of work do they do? Grand Army of the Republic medic? Droid repair technician? Jedi Commander? Sith assassin?) Skills: (Have they picked up any skills throughout their life? For Jedi and Sith lightsaber wielders, please specify which of the Seven Forms of Lightsaber combat your character specializes in.) Force Abilities: (If your character is a Force-sensitive, what kind of abilities have they specialized in?) Equipment or Weapons: (What kind of equipment and weapons do they have? Armour? A holdout blaster? If they're a Jedi or Sith, what kind of lightsaber do they wield?) Appearance: (How do they look? Do they have any distinctive features?) Personality: (Self-explanatory. Describe a bit of your character's personality.) Home Planet: (From where do they hail?) History: (Give a brief background of your character's life.) A character has to have some way of getting around the galaxy, no? If your character is a soldier, they'd likely catch rides on great capital ships. However, there are smaller ships, freighters, fighters available for your transport needs. Ship Name: (The Bonny Bunny, Sentinel's Kiss, Gertrude etc, etc. Does your ship have a name?) Model: (What make and model is your ship? A trusty YT-1300, or maybe a sleek Lambda-class shuttle. Bear in mind, the size of your ship will be limited by its crew. There'll be no giant Star Destroyers for players, at least not yet.) Function: (Is it a starfighter, an old freighter, or a personal shuttle?) Weapons: (What kind of weapons, if any, is your ship outfitted with? Please, keep it reasonable. There'll be no planet-killing superlaser on a starfighter) Modifications: (Have you modified your ship's cargo space? Weapons systems? Is there anything unique about the ship?) Background: (Give a brief background of the ship. It can be as mundane as a bargain from the used spaceship guy, to something inherited from your character's ancestors, to a stolen ship) If you have any questions or need some additional information to get started, feel free to shoot a PM to one of the staff.
  6. Star Wars: Odysseys Staffed by: Basilisk, Kothra (Kottsu), Advent“For agony and spoilOf nations beat to dust,For poisoned air and tortured soilAnd cold, commanded lust,And every secret woeThe shuddering waters saw—Willed and fulfilled by high and low—Let them relearn the Law.”-Rudyard Kipling, Justice (Oct. 24, 1918).“The first duty of a revolutionist is to get away with it. The second duty is to eat breakfast. I ain't going.”-Abbie HoffmanThe galaxy is a big place and it certainly isn’t getting smaller. The year is 42 BBY (Before the Battle of Yavin, an OOC method of judging dates in the SW universe), and the galaxy seems ready to fall apart at the seams. The Galactic Republic is deadlocked, corrupt and inefficient, their military, under-armed and thinly spread. This state of affairs has allowed a host of undesirables to flourish in the Outer Rim: criminals, pirates, smugglers and petty warlords hold sway there, and there seems little the Republic can do about it. Wars between planetary militaries often wage incessantly until the Republic’s famed “peace keepers” arrive to settle the matter. The Jedi Order, however, is still strong, and ruled by a decisive Council - while the Republic declines, the Jedi maintain their strength and vigilance.But they are only one organization. They cannot be everywhere and in the shadows, on planets that have not seen a Jedi for centuries, business in the underworld goes on unmolested. The Jedi Order is not the only force in the galaxy; criminal syndicates, planetary militaries and other forces vie with each other for control. This is the end of an era. The Republic is collapsing under the weight of its own corruption and the fires of war dance in many sectors. It is not, however, the end of the galaxy - business is business after all. There are still profits to be made and there still those who seek to make them, be they bounty hunters, salesmen or soldiers. The fate of the galaxy hangs on the edge of knife, but there are those who openly mock fate every day, who taunt death and thumb their noses at the Force itself, and for them, life goes on.It follows, in a scenario like this, that the future is not set in stone: the Battle of Yavin might never happen, the shadowy threat waiting to strike at the very heart of the Republic might never appear, or it might trip and fall onto seventy-six blaster bolts. No outcome is guaranteed. One thing is certain however, the galaxy is in for interesting times.GameplayAs you might have guessed from the introduction, this RPG takes place in the Star Wars galaxy. The entire galaxy is open to your characters. They can explore it, try to burn it down or simply try to live their lives. It’s completely up to you. The galaxy in this RPG is very organic and it will respond to major player actions, if you off a pirate lord on Hoth then you’ll have a few of his friends chasing after you for example.There is no true main conflict in this RPG. It is made of many conflicts. Some wars are minor, and will never trouble more than a few rimward systems. Others will, if those pulling the strings are allowed to proceed as they wish, spread from one end of the galaxy to the other, bringing bloodshed and horror to every race, every planet, every home. You don’t need to concern yourselves with these conflicts, you can make your own well enough, but know that war, like many other things, is subject to inertia - the Colicoids, for all their violent tendencies, will not go to war just because some roguishly handsome smuggler landed on their planet and said a few rousing words. They'll just eat the fool, but the distinct absence of war-due-to-a-stranger's-speech is a common thing in the galaxy. Conflicts will flare up, the Huk War is just around the corner when we start this thing off, but you don't have to enter into it. It'll play out regardless. But if you involve yourself...well, the outcome can change. Canon conflicts will be explored in deeper detail in this RPG, and if things go differently, the staff will introduce new conflicts born out of these events. Peace is fleeting after all.Overall, your character is being given the amount of freedom people have in real life. They’ll need a job or a good source of funds to survive and if they’re clever and quick they can really go places. But not everyone makes it in real life and not everyone will make it here.There is no real limit to the types of character you can create, save for one. You can’t start out rich enough to build a gold-plated tower. All that power is worth nothing because you didn’t earn it, you started out with it, and what's more, those reading the RPG don't get to see all the wacky adventures you had in obtaining the wealth. That’s not fair to other players who started out with nothing and worked their way up. So anyone who tries submitting a character who’s the leader of the Techno Union is going to have that character rejected. They’ll also have to endure a lecture from yours truly, along with anyone else who wishes to chime in.Each character is also assigned an income level, low and medium, high and very high. This is to give you a general idea of what you can buy. Low income means you’ll just have the basics…if that. Medium means you might be able to avoid a ship if you scrapped and saved and were very stingy. It’s middle-class basically. High means you can afford a very nice ship, a nice villa and such as. Very high is what Donald Trump would make, and is only the result of hard work on your part. You will not start out with a very high income. Some characters, such as bounty hunters, live job to job. So in this case every job you take will be assigned an income. Be warned, if your character gets ten high paying jobs in a row without a break between them then I will crack down on it. You won’t get the best jobs all the time. It’s a fact of life. Income is used to determine what your character can afford for the most part. I don't want people buying dreadnoughts right off the bat.Your characters can, of course, own ships in this RPG - we aren't trying to leave you stranded on Hoth. The RPG does use a time system for traveling via ship. It takes two IC weeks to get from the Outer Rim to the Core with a class one hyperdive. For every number higher than one, add in six days to the travel time. MeUsing this core-to-rim as measurement system, if it’s half the distance then it’s half the time. So if you are traveling half the distance to the core, it’ll take one week at class one. If it’s a quarter of the distance then it’s a quarter of the time and so on and so forth. This time can be covered by a time skip. Type up a paragraph or a summary of what you did during the journey (be sure to manage your food supply wisely!) and then add the time to the day. If the RP was on day one when you left, and it takes two weeks to get there, you'll be on day fifteen. There will be time-skips on occasion so that we can keep things moving.Combat works in a fairly simple manner, if it is PC versus PC, you will post until one of you outwits the other and forces them to flee or slays them. If, by virtue of being intelligent and a good planner, someone manages to force your character into a situation where they will die…I suggest surrendering. Your characters will likely die otherwise. It sucks, but it happens. Be careful and quick when dealing with untrustworthy folks and don’t let your guard down. I won’t be sympathetic if you blunder into a known crime lord’s lair, insult him and then complain when your character is fed to the Rancor. I really will not. NPC vs PC combat is much the same. Provided it’s not an official NPC, you’ll be in control of the battle. But you will do both sides justice or I will step in and make sure your enemies behave in a competent and intelligent fashion. That said, some people are quite stupid. Provided this is stated beforehand and provided they haven’t hired on someone competent, you needn’t worry about doing them justice. But be aware that stupid beings rarely get into positions of power and those that do normally have competent security.Keep in mind that this is a story, this isn’t a game to be won. People playing to win will find that they will be viewed…less then favorably. Tell a good story, that’s worth more than trying to “win” something that cannot be won.Most aspects of the canon are included, Palpatine is still plotting away, the Trade Federation still exists…but I will be changing some aspects of the canon as we encounter them. Sometimes SW canon is contradictory or would drag down the RPG and I reserve the right to change if it becomes necessary. This is just a general rundown of gameplay, more specific information on the powers and state of the galaxy is included under the “Powers of the Galaxy” heading belowPowers of the GalaxyThis is a primer on the major forces in the galaxy. Don’t consider it a to be-all end-all faction list. Such an undertaking would take months to complete. These are the major players, if you want to join a faction that’s not listed here but existed at this time, go right ahead. This intended to give you a general idea about the state of the galaxy.The Galactic RepublicThe Republic has stood for countless years and has stood through countless storms. It has stood through many Sith Wars, many civil wars and various other challenges and emerged victorious. Many thought this golden era would never end. That the Republic would remain a light of democracy and freedom for many years to come, that the Senate would remain dedicated to its cause and that the supreme chancellors would continue to rule with wisdom. This was not to be, the Republic has gradually slid further and further into corruption. The Senate is now a hopeless battlefield and any remnant of bipartisanship and cooperation has vanished. Differing political interests clash with increasing ferocity and hatred and all the while people die in wars, people are enslaved and many other atrocities are carried and due to the ongoing deadlock, the Republic can do nothing. Its institutions have decayed and their sense of purpose is being lost.The Republic is massive and covers much of the galaxy, this made it difficult to administer in the best of times and the current chaos has not been kind to it. It is inefficient and slow and its military is slowly but surely aging and is quite small and overworked. Supreme Chancellor Kalpana is widely viewed as incompetent and ineffective. These problems are formidable but there is hope that the Republic will experience a resurgence. This is not the worst time the Republic has lived through and surely it will be able to withstand this challenge as it has withstood so many others. It is still large, there are still powerful economic forces that could be harnessed by it. All of its old resources are there but to utilize them one would first have to navigate the byzantine corridors of a corrupt and scheming senate.The Jedi OrderThe Jedi Order remains powerful, a beacon of order in these chaotic times. It has remained as stable and strong as the foundations of its temple. They seek to confront and destroy the chaos slowly consuming the galaxy in any way they can. Not only are they formidable warriors, but they maintain a powerful armed force (some would say private army) known as the Temple Security Force. The Temple Security Force consists of both nonforce sensitive’s and would-be Jedi that didn’t quite make the grade. They were originally used for simple security, but they have been deployed into battle with the Jedi with increasing frequency.But this order has come at a price. The Jedi Order is ruled by a theocratic council whose rule is law, and while they might accept differing opinions, they decide how the Order runs and it is they who decide what happens to dissenters. If they wish to execute or exile a Jedi, then that is what will happen. There are no checks on their power. Understandably, many people are reluctant to join the Order because of this Council, so since its formation the Order has recruited/conscripted children, sometimes with the consent of the parents and sometimes without it. They believe they are doing the children a favor, that if they do not act then the children will destroy themselves with their force powers. Perhaps they are right, more then one Force Adept as gone insane.The Jedi Order works closely with the Republic it often deploys its forces to enforce the will of the Senate and to maintain order and peace in the galaxy. Of course, one beings peace is another beings oppression…The Sith OrderThe Sith Order no longer exists in the traditional sense. It consists of small enclaves and master-apprentice pairs scattered throughout the galaxy. The Sith Order was once powerful enough to challenge the Jedi on the field of battle but that is no longer the case. They are remnant of their former glory and can no longer be said to be a truly united organization. If any Sith are even aware of the others they tend to keep silent about it. The Sith Order know takes many forms, a fellow who stumbled upon a holocron, an old master teaching his students in a deserted monastery, a shadowy plotter seeking the power he needs to rebuild his order…they are all of these and more.Many consider the Sith to be evil, servants of a malevolent Dark Side. This is not the case, the Sith merely view the Force differently than the Jedi and use it differently. The reason for the continuous war between the two Orders has more in common with a cycle of revenge than anything else. The Sith philosophy is different from the Jedi’s in many respects, but the most important difference is an emphasis on freedom. The Sith do not believe they should restrict themselves to a life of kowtowing to a Council or the word of another. They seek their own way, this is not a philosophy without its flaws however, it attracts its fair share of psychotics and criminals who have killed many thousands of innocents and lit the galaxy afire with war many times in the past.This is part of the reason the Sith are viewed in such a negative way, the other is the fact that few of their records survive in public databanks or outside the libraries of the remaining Sith. This means the Jedi Order, their dedicated enemy, has had centuries to preach their view of things while the Sith are in no position to contradict them. What’s worse, the remnants of the Sith are slowly but surely being hunted down by a force far more terrible then the Jedi. What’s left of them is vanishing at a startling rate. This, added with the fact the Jedi remain ever-vigilant for any sign of Sith activity, bodes ill for the future of the Sith Order.CorporationsThis group includes everything from the Trade Federation, the Commerce Guild to a humble junk shop on Tatooine. Some are the masters of the galactic economy; juggernauts of commercial power wield immense influence in the galaxy. Their credits flow into the pockets of employee’s on thousands upon thousands of different worlds. Some are merely confined to one world and must scrap and save to get by and make ends meet. This is not a united group, corporations compete with each other fiercely for profits and resources and their weapons in this conflict are many.Many pan-galactic corporations have their own representatives in the senate…many of whom are promptly bogged down and unable to do anything of worth because of the sluggish and corrupt nature of the place. Current senate policies on corporate power are contradictory at best and have given many a lawyer reason to spend a week crying into a drink at a popular pub. Transitioning from an efficient corporate atmosphere to the byzantine maze of galactic politics’ is not something most corporations manage with anything resembling ease. At times they use money to lubricate the wheels of power to push through a bill even knowing that the next time the corruption will be worse, the bribes bigger and the cost higher in the long run. They simply do not see many options.Some corporations take advantage of this however, using the chaos and constant debates to crush their rivals and lure senators into their pockets. Some ambitious vice presidents have even use the senate to land their leader a prison senate so they can secure the top position for themselves. Many corporations are also taking advantage of the chaos…war means profit after all.OtherThis is not a true power but I have included it as a catch-all for planetary militaries, security organizations, mercenaries, bounty-hunters, force adepts and other organizations that simply do not fit into the above categories. Here be pirates, slime, good hearted rouges, dedicated militia soldiers and more. Groups in this category probably don’t wield much power in galactic politics, but there may be exceptions.Example PlanetsThese planets are a few examples of what can be found in the galaxy. This is not an exhaustive list and only details a few planets out of hundreds. All of these worlds are open for exploration, these is merely intended to give you a few ideas without having to do background research.Coruscant: The beating heart of the galaxy. This planet is the center of the galactic economy, politics’ and so much more. It may not be the center of the galaxy in the physical sense, but it might as well be. This city-planet is one giant sprawling urban landscape. Skyscrapers stretch far into the sky, built upon the foundations or outright on top of older buildings. Here lays the offices of the Supreme Chancellor, the Galactic Senate and many other offices of the Republic. The Jedi also make their home here, in the massive Jedi Temple. Beneath the glitz and glamour of the upper city however, the criminals of the under city hold sway, law enforcement units and Jedi rarely venture into the under city without good reason. Attempts to crush this criminal underworld have taken place, but they have met with mixed success to say the least. It is located in core.Korriban: This world bears the scars of millennia of warfare and deadly research. Its landscape consists mostly of dry deserts, canyons and large mountain ranges. It’s an arid world any sea’s that exist in these world are underground with only scattered oasis breaking up the dry landscape. The mountains harbor marginally more life then the rest of the planet, but since that life mostly consists of rouge Sith Spawn and various dangerous creatures the mountains are just as dangerous, if not more so, then the rest of the planet. Tough Sithspawn both sentient and nonsentient scratch out a living in the wastes and in the ruined cities of many Sith Empires, the creatures native to this planet, the original Sith, are believed to be extinct. This planet is exceptionally dangerous and the only reason anyone lands there is to scavenge for valuable Sith artifacts. Most of these scavengers are killed. The rest are driven off. It is located in the Outer rim.Tatooine: A desert planet and something of a hub for criminal activities, there is evidence Tatooine was once much more hospitable but these days it is the proverbial hive of scum and villainy. The settlements on this planet are normally under the control of various crime lords or warlords and their positions are constantly in flux as upstarts overthrow some and are overthrown in turn. The wild life on Tatooine is somewhat mild compared to the wild life of Korriban, with the exception of the Krayt dragon. It is located in the Outer Rim.Neimoidia: The home world of the Neimoidian species and located in the Colonies this is a planet of jungles, fungus farms and fields. The climate can be somewhat oppressive and humid. It is a very wealthy planet and it’s cities are amongst the greatest in the galaxy in the terms of design and credit value. It’s wildlife is mostly insectoid, with the large harvester beetles being an excellent source of profits for the planet’s Neimoidian inhabitants.Kalee: The history of Kalee (located in the Outer Rim) is a tragedy. It’s native people are a brave race of warriors known as the Kaleesh have been oppressed by the brutal Huk colonization forces for many years. The planet itself is home to a variety of terrains, with tropical forests being the most common. Deserts, temperate regions and artic icecaps also call this planet home. Before the arrival of the Huk colonization force, the Kalee had some colonies scattered amongst the stars near it. Now these colonies are held in bondage like their mother planet. But change is in the air, the Kaleesh are proud and canny warriors. The time to strike back is fast arriving…Rules1. All BZP rules apply. No hate speech, no flaming, no spamming and all that good stuff.2. We’re using the IC and OOC system. Use IC for things your character says and does, use OOC for what you say. It’s quite simple really.3. No controlling other people’s characters without permission. Use common sense here.4. Be polite. At least within the confines of this topic. If you want to have it out with someone via PM, by all means do so. Just don’t drag this topic into it.5. Keep this PG-13. Lovingly crafted posts describing a man being disemboweled accomplish nothing but making the rest of us a bit uneasy. Combat is dirty and bloody, but extended torture scenes and other such things are best left implied.6. No g-modding. Your character is not invincible. If your merchant is trying to fight someone’s bounty hunter, chances are he’s going to lose. I will not be lenient with this. This also applies to meta gaming. You might know what poisons can kill a Hutt, but your character doesn’t unless he’s spent a very long time and risked his neck quite a lot to ferret out that information.7. PM me or my trusted assistant Kothra with my profiles. Once we approve them, post them in the topic. After this, you can start posting the RPG.8. I should stress this, YOUR CHARACTERS CAN DIE. If they do something stupid, your characters will likely die. You try charging that police barricade with a vibro-knife? Dead or heavily wounded. I’m not out to kill your characters, but victory is meaningless without the danger of true and lasting defeat.9. Jedi and Sith characters need personal approval from one of the RPG staff. Send us a profile and a five paragraph statement telling us why we should let you have one of these powerful characters. Be professional and clinical when writing the statement. Appeals to emotion will get you nowhere.10. Only staff can control “canon” characters. We may give certain players permission to do so if we choose. Furthermore, you will assume canon characters in positions of power, Nute Gunray, Wat Tambor and such as got there by being clever and quick. These aren’t people you can scam or take down easily. If you try, it’ll end badly for you. Your PC isn’t automatically the most competent person in the room and you will keep that in mind at all times. NPC’s are not punching bags and their fortresses and homes aren’t made of wet card board. If you want to say, take down Gunray, you’ll need a good place, a small army and the ability to convince me it’ll work. This means armies wielding rapid fire weapons marching slowly and in rank towards another army will not exist here. NPC’s will use cover, flanking and various other clever tactics. Similarly, battle droids and soldiers were designed or trained for war and they are very good at it. A random pirate wielding a blaster pistol isn’t going to do well against a squad of them….without a good plan at least.11. I’ll borrow this from ToA, when writing your profile include this numerical sequence: 10101010.12. I reserve the right to add to the rules at any time I see fit.Punishments will vary. A first offense is normally a warning, but if it’s large enough offense then I’ll act in a harsher manner. Second offense means you are banned from the RPG for two weeks. Third is five weeks plus the loss of all your characters. A fourth offense means you are no longer welcome here. Don’t violate the rules and we won’t have a problem.ProfilesFill out the information below, send it to one of the staff and if we approve, post it in the topic and get RPing. Be sure to read everything else on this page first though.Name: What do they call themselves?Species: No custom species, if you don’t know all the species in Star Wars, don’t worry, there are humans there as well. Just put that down and you’ll be fine.Gender (if applicable):Home Planet: (Where were they born? Where do they live?)Occupation (with an estimation of income, high, low etc):Abilities: (Medic? Good with a knife? Excellent debater?)Force Abilities (for force sensitive’s only, be warned, playing as a force sensitive will attract some attention. The kind you don't want, if you don’t know what the Force is, it is a metaphysical energy that force sensitive’s can tap into and use. It allows to some telepatheic and telekinetic powers amongst other things)Equipment/Tools: Armor? Fusion Cutter? What do they have that they use for various tasks?Weapons: Blaster? Slug thrower? What do they use when they want to punch holes into a another being?Appearance: What do they wear? Are their eyes green? How many limbs do they have? A picture or a description will suffice.Personality: Calm? Cheery? How do they act?History: Where did that scar come from? Who have they sided with in the past? Who do they side with know? Are they a smuggler? How did they get that way?Name: Every ship has a name be it "Lady Bright" or "RandomshipIdon'tcareabout-0005."Model: What type of ship is it? A YT-1300 like the the Falcon?Function: Transport? Gunship?Weapons: Because it is utterly stupid to go about in space without something to shoot at incoming threats. All ships have some type of weapon, even if the canon says differently. If your ship, canonically, starts out with nothing then you can assume it starts out with one basic laser cannon.Modifications: Have you made any modifications to it? A new hyperdrive? A shiny turbolaser? Is it longer then normal? Does it have a new module attached?History: How did you purchase it? What caused that blast mark on the hull? Did she ever complete the Kessel run?ProfilesBasilisk:Name: Sava HeivsonSpecies: KarkarodonGender: FemaleHome Planet: KarkarisOccupation: Bounty Hunter, income varies heavily depending on the job. The higher the risk of death, the higher the pay. Sava makes a point of only taking high-risk high-reward jobs. She is in this for the thrill of the hunt as well as the credits. In general, her hunts take some time to complete but the high pay she earns allows her to make ends meet during this time. The growth account with the Intergalactic Banking Clan doesn't hurt either.Abilities: Sava is a veteran of many conflicts, including the Stark Hyperspace war. She is a competent pilot and can handle her craft in combat, though she tends to avoid this if at all possible. She led a squad of hired guns during the Stark war and developed an aptitude for infantry tactics. Due to this she works with a squad of B1 Battle Droids to increase her combat effectiveness. She a proficient melee combatant though she has no formal schooling, instead relying on her brute strength to get the job done. She is often victorious in any close combat melee when going up against someone who has been formally schooled...they fight by the rules, she doesn't. Her true specialty however, is long range weapons. Though she has experience with most types of firearms, she excels at the use of sniper rifles and devices like it. This means she doesn't bring in her targets alive if she has a choice-if she tries to get close to take them alive...well, the risk isn't worth it to her. Better an eighty-percent chance of success and less credits then a fifty percent chance of success and more credits. As a side note, she is an excellent swimmer.Equipment/Tools: She has a few sets of white one-piece suits she typically uses when not on the hunt. When she expects combat however, she tends to wear a heavy set of battle armor. This battle armor is fairly standard, with pattern camouflage that she modifies based on the environment she is entering and a large blank face plate to conceal her identity. This armor is suited for use in most environments and it can be filled with water to allow Sava to use it with a larger degree of comfort. Beyond this she owns a few datapads filled to the brim with information on her targets, past and present. Her ship is well furnished and she is not wanting in most areas. She isn't very good with machines, so she tends to rely on droids for this. She owns a small squad of B1's and has had one modified to perform repairs on her ship.Weapons: Her primary weapon is an E-5s Sniper rifle, modified with the targeting package of a fourth degree droid, increasing it's accuracy by a great deal. This is her primary weapon and she has made a habit of marking the barrel for every high value target she kills with it. These are small nicks and have no effect on how the weapon operates, they are badge of pride and nothing more. The weapon is capable of nightsight, infrared vision and various other aides in tracking and killing. Aside for this, her only weapon is a Model 434 Blaster Pistol. She uses it as a last resort, as she prefers to let her droids do any we work that would require the use of it. She doesn't use grenades, as they are of limited use at the ranges she typically engages the enemy at.Appearance: Sava is a tall and well-muscled being and due to her species non-mammalian heritage there is very little outward indication that she is even female. It doesn't make much difference to here anyway. When she is out in public she dresses in functional white one pieces and in some form of footwear appropriate to the planet. She doesn't fare well in very dry climates and her skin has a tendency to dry out in them, something that she tries to avoid if it is at all possible. Her eyes are the typical black of her species and it can be hard to pick out her pupils at times. She has many battle scars running all over he body, most from blasters and a memorable few from vibroblades, indeed, the entire left side of her face was once burned off by an errant sniper bolt and never quite came back right, even with medical aid.Personality: Sava is disciplined, restrained and keeps to herself for the most part. She doesn't chat with anyone about her past or her problems, she can handle her own demons and doesn't wish for them to become public knowledge. She has a dislike of small talk and will try to bring any pointless conversation to an end as quickly as possible. One might be excused for thinking that hunting a dangerous animal or target is the only thing that brings her joy. She is indeed at her happiest at this time and is positively chatty after a successful hunt. This mood soon subsides however, as she throws herself into yet another hunt. The money doesn't last forever and neither does her good mood. That said, if one can earn her loyalty, she would race to their aid without a second thought. Earning her loyalty is a very difficult thing to do however.History: Sava is a career soldier, when her parents were killed during one the civil wars that plagued her planet, she was transferred over to an orphanage where she was noted for her distance from her peers. She has very few memories of these days and the only part of her young life she recalls is when she enrolled in the armed forces once she reached the proper age. From there she fought in numerous anti-insurgency operations for the better part of her younger years. She found that the military life suited her and she would have been content to stay there and climb the ranks....were it not for a failed military coup launched by a would-be warlord. This launched her planet into another bout of destructive civil war. Brother turned on brother, comrade on comrade and the planetary military turned upon itself in a frenzy of blood and rage. Sava was disgusted by this and after a brief shootout with a remnant of the warlords soldiers, she made her escape from the planet on a stolen shuttlecraft. With little other option, Sava set herself up as a soldier for hire. The next few years were filled with violence and death, which was quickly becoming the norm for her. She went from planet to planet, from brush war to brush war. She slowly accumulated credits and combat experience during this time. She made sure not to grow attached to those she fought besides, as she had learned the hard way that attachment merely lead to sadness and regret down the road. She simply did what she was paid to do and moved on. It was during this time that she first become interested in battle droids. In her eyes there were the perfect soldier, expendable, competent and willing to obey any order. She started to field them on her missions and she found great success as a result of this. Eventually though, she grew tired of organized warfare, of the constant killing and the moral ambiguity of it all. Now she hunts criminals and puts holes in their heads. It's much simpler work and, she will admit, it fills her with a sense of pride. She is doing her part to keep the galaxy clean...and the thrill of the hunt is always a nice bonus. Though the risky nature of her work and the ruthless nature of her foes has forced her to hire on a medic in recent times. She can hardly hunt if she is heavily wounded after all. Name: Dark ShallowsModel: DeepWater-Class Light Freighter Function: Transport. Sava is no fighter pilot and merely uses this to go from point A to point B. She can fight in it, but she prefers not to. It sports a class 2 hyperdrive, making it one of the faster ships out there. She has plans to upgrade the hyperdrive, but has not done so yet. Her funds are a bit limited at the moment. Weapons: The Dark Shallows is equipped with the standard weapon loadout for a ship of it's type. It has a duel laser turret, this is normally enough to deter pirates and other criminals. Sava hasn't seen the need to upgrade her vessels weapons, so she has not. She is a practical being after all. Modifications: She has added in a medical bay for use by her medic, but beyond this it is a fairly standard model. Most of it's interior is set aside for weapons storage and crew quarters. The droids typically patrol the ship when they are not recharging or deactivated. Re chargers are located in one of the armories that would have been cargo space on the standard vessel.History This is the vessel that Sava stole from the warlord's forces and it has served her well for many years. When it has broken down she has simply bought new parts and taken it into a repair factory. She doesn't have the skill needed to maintain it, but ever since she had one of her droids reprogrammed to repair and outfit the vessel, it's condition has improved immensely. It doesn't have many battle scars on it, as Sava has been careful with her vessel. It's been used to ferry her from battle field to battle field, but beyond that it has not seen much action.KottsuName: Csarissa KitanarSpecies: SelonianGender: femaleHome Planet: CorelliaOccupation: former CorSec Agent, average payAbilities: CorSec combat training, skilled tacticianEquipment/Tools: personal datapad, light body armour, flashbang grenadesWeapons: KX-60 blaster rifle, light blaster pistol, vibroblade, claws and tailAppearance: Standing at 1.9 metres, Csarissa (or just ‘Riss’ or ‘Rissa’), is rather short for a Selonian. Like all Selonians, she is covered in brown and tawny fur, and a has a strong tail. Her common dress is reminiscient of the standard Corellian Security Force's uniform and has the same green, grey, and black colouration.Personality: Csarissa is a rather competitive character, trying to outdo anyone she works with or knows of. She also has a short temper, and gets quite angry when people do not agree with her, or things do not go the way she wants them to. When not trying to surpass someone, she acts quite friendly towards nearly everyone, even strangers. She stays wary of them however, with the exception of close friends and trusted co-workers.History: Csarissa is of a Selonian sept situated just out side Corellia’s capital of Coronet. When she was about sixteen years of age by human standards, she was sent to CorSec Academy in Coronet, keeping with a tradition of the steriles of the sept.She passed through the academy quite quickly, though because of her super competitive nature she was noted for having rather poor teamwork skills. After extensive deliberation, the higher-ups decided to put her in a command role. The decision was based on her apparently above-par on-the-spot strategising and decision-making skills, and to keep her out of a position where she would be tempted to directly compete with others. Her job would be to oversee and direct agents in the field as well as pilot the HWK-29 transport for whichever team she would be working with. Over a period of several years Csarissa had become notorious at CorSec for giving little to no attention to the input of other mission members, many saying that such behaviour was detrimental to both the mission and the organisation (though her mission success rate clearly spoke against this).It eventually got to the point where, during a raid on a smugglers' hideout on Tralus the group working under Csarissa completely disregarded her plan, instead working with one of their own creation. The entire team, excepting Csarissa, was killed. It was unacceptable. The higher-ups were rather furious. Csarissa was given a choice: quit, or be kicked out. Like most people would, she chose the less shameful path, resigning from CorSec. Csarissa didn't return to the sept, deciding that the shame she had brought upon her family was enough. She used money she had saved over the years to purchase a ship, a HWK-290 like the one she flew for CorSec, as well as some other gear. She figured she could get by in the smuggling or bounty hunting business, having dealt so much with it, albeit on the other side of the law.Name: Starlight SentinelModel: Corellian Engineering Corporation HWK-290 light freighterFunction: transportWeapons: dual laser cannon mounted beneath the hull, dual blaster cannon turret mounted above hullModifications: aforementioned dual laser cannon and dual blaster cannon, slightly uparmored around vital hardpoints,History: Csarissa found the HWK-290 freighter that would come to be the Starlight Sentinel after a tedious search for a lightly used ship of the same make as what she had used in her work with CorSec. She purchased it with saved credits, and went around to various manufacturers in the Corellian system finding affordable upgrades that would more or less put the ship in line with what she was familiar with.Toa KaithasName: Roma CethruSpecies: HumanGender (if applicable): FemaleHome Planet: TatooineOccupation: Well paid bounty hunter, though not at Boba or Jango Fett level. Risk has to equal reward.Abilities: A very good shot, extraordinarily well versed in how the body works. This translates into good healing and damaging skills. A moderately good hand to hand combatant. Can fly her ship well, though avoids combat.Force Abilities: Slightly force sensitive, though she perceives it as good luck.Equipment/Tools: Some concealed armor, though it won't stop a powerful shot. wears a facemask during combat, that when hit it darkens, absorbing laser fire at the cost of visibility.Weapons: Has a vibroknife for assassinations, a blaster pistol like Han's, and a scoped slugthrower. Turns out slugthrowers are harder to see coming than lasers.Appearance: Roma has black hair, green eyes, and is very pretty. Most of the time a person doesn't get to appreciate this, as they have a knife buried in them. Has thin white line under her left eye, and a green diamond tattooed where a necklace's pendant would be.Personality: She stays calm under stress, only opens up when there isn't danger. She is wary when meeting new people, but will gradually open up to them, revealing her underlying fun loving personality.History: Roma was a sweet, innocent girl living on Tatooine until a group of mercenaries, criminals, and all around scumbags kidnapped her. One thought it would be hilarious to have a girl like her become a gladiator, and they sold her into slavery, the years of fighting training her into the tough nugget she is now. Against all odds she survived, and bought her freedom. The only remnant of that time is the scar under her left eye, gotten in a fight with a particularly vicious Twi'lek. The diamond tattoo denotes her as the bounty hunter responsible for the collapse of the Green Diamond crime ring, the victory she is most proud of.Name: Flaming StarModel: Z-95 HeadhunterFunction: Long range fighter.Weapons: Two wing mounted laser cannons, a modified turbolaser.Modifications: Class 1 hyperdrive, a computer aimed turbolaser where the astromech slot would be. The most different thing about the Star is that an astromech droid has been integrated into it, preventing the need of Roma owning one. Has bigger engines and supply storage than normal, cutting down on its agility but boosting speed and range.History: Roma bought the Star straight off the assembly line, modifying it almost immediately. When her droid was nearly destroyed she had it integrated. She has many scars, each telling a different story. Roma has refused to have the scars taken off, viewing them as a badge of honor. 10101010Kal GrochiName: Jaron UnskiiSpecies: A seeming remnant of the old Sith race, though mostly Human.Gender: MaleHome Planet: Telos, though he has actually moved his place of residence from there to Tulpaa, bypassing the supposed ban the Republic kept on the star systems of the Rakatan Archipelago.Occupation: Officially a highly-talented craftsman, Jaron is, in actuality, a Sith Master.Abilities: Extensive training into the combat forms of Soresu, Makashi, and Niman, with lesser training with the other forms, his skilled crafting of nearly any specialty object wanted.Force Abilities: The ability to, with great focus, drain the life, force energy, or knowledge from a being to replenish/enlighten himself, masterful control over telekinesis, lightning, illusion, as well as the ability to heal a friend if it is needed, though this drains from him, and generally transfers their injuries back onto him. And, finally, his affinity with the various animals around him.Equipment/Tools: Personal datapad, armoured robes, and a utility vibro-knife that can be used as an improvised weapon, if needed.Weapons: A curve-hilted lightsaber with a silvery blade, as well as a double-bladed lightsaber with a bronze-coloured blade that he has yet to finish.Appearance: Jaron is a well-built man, with strong musculature to his body and a handsome face. His most striking characteristic, however, would be his red skin, nearly dark red, with what appear to be tentacles hanging down from his cheekbones, and a similar tentacle beard at his chin, with reddish-yellow irises, and an animalistic appearance overall-however, he normally maintains an illusion about himself, around others, to look like a middle-aged human, with a full beard (and moustache), light skin, and piercing eyes, one green and the other blue. He wears rather nondescript clothing when in the company of most others, but when on official Sith business, as a few long-dead guards from Taris might say, he wears his armoured robes. In fact, he always has some form of armour plating on him, though it isn't normally visible.Personality: Jaron is a calm, though self-assured, man. He doesn't talk much, preferring instead to stay out of others' conversations unless his view is needed as an arbiter. However, when one gets to know him, he can prove to be a rather friendly soul, nearly always there if you need his help, though his shrewd business skill and harsh dealings with those who annoy him lead others to think of him as reticent, and possibly hostile, to others around him.History: Born on the planet of Telos IV, Jaron was, at once, an enigma to his parents and others around him. Through numerous medical tests they determined that he had numerous recessive genes popping up, all passed down the male line of his family. His animalistic appearance, coupled with the affinity he had for the animals about him, almost speaking to them, led him to be a rather interesting specimen for many beings on his home planet...including the one who would eventually take him to be his apprentice, a Sith whose name has been carefully epunged from galactic records, even those on Coruscant, by Jaron himself-not even the Chancellor would be able to find the man's name, now. Jaron spent a few years in an apprenticeship with this Sith, before he felt-no, he knew that he had learned all he could from the man, who by then had become but a poor, feeble shell of his old self. So Jaron sent him out quietly in the night, before giving him a proper cremation and then setting out across the galaxy, never staying in place too long, not even his home on Lehon, always travelling as part of his job.Name: The UmbraModel: Modified Ubrikkian Star YachtFunction: Transport, light combat, speedy getaways.Weapons: Two concealed Proton Torpedo tubes, two dual barrelled blast cannons placed on swiveling mounts on the underside of the ship, each barrel per unit firing, respectively, an ion blast and a more normal laser blast, designed by Jaron himself.Modifications: The aforementioned blast cannons, a much more powerful and accurate navicomputer, as well as a faster hyperdrive-Jaron isn't one to sit in hyperspace too long on the way to a client, after all. And, finally, a shipboard A.I., something to drive the ship when Jaron wasn't around-actually, originally, part of the navicomputer, it has spread through the ship, making the ship and everything within it a droid-ship, and it has perfect loyalty to Jaron, for it knows no better. However, he still has to manually enter in his destination, as well as piloting the ship in-atmosphere and controlling the weapons.History: The Umbra was, actually, a gift to Jaron from his old master. It was, originally, made for quick getaways-and with a good sum of money, Jaron was able to get it to move faster, and to have some extra weapons added on as well, and later, after a particularly nasty battle giving the ship a long, black scar along the starboard side of its hull, a navicomputer with built-in A.I. After a programming malfunction occured, the A.I. spread throughout the ship, something that actually gave Jaron, the sole occupant, generally, a great boon.Ymper TrymonName: Aposisston HolrathAlias: Inguse HolnSpecies: Human (Lorrdian)Claimed Species: UbeseGender: MaleHome Planet: Born on Lorrd, trained under Darth Cautus on LehonClaimed Homeworld: Uba IVOccupation: (As Aposisston Holrath) Sith fugitive, zero income (As Inguse Holn) Bounty hunter, income varies directly with the risk inherent in the job in question. Inguse Holn had no qualms about taking risky jobs, but Aposisston is somewhat more cautious, seeing as his primary goal is to keep himself alive.Abilities: As is common on Lorrd, Aposisston is fluent in the gestural language frequently used there, and, due to the subtlety of the gestures involved, he shares the Lorrdian talent for interpreting body language, and is a fast learner when it comes to imitating voices and mannerisms. Owing to the nature of his Sith training, he is only moderately skilled in combat, but has an excellent memory and a firm grasp of galactic history and politics.Force Abilities: Owing to the nature of his training with Darth Cautus, Aposisston's most notable Force abilities is Force stealth - as a Sith living in an era with few Sith, many of whom were being steadily killed off, Cautus saw hiding as the most important use of the Force, though he did not neglect to instruct his students - of whom Aposisston is the only survivor - in basic mental manipulation and telekinesis. Aposisston is aware of the technique of Force lightning, but is far from mastering the ability.Equipment/Tools: Aposisston wears a suit of Ubese battle armor taken from the dead Ubese bounty hunter Inguse Holn. The helmet for this armor includes the standard targeting laser, vision-plus scanner, broadband antenna, audio pickup, and speech scrambler. Inguse Holn's cloak was discarded due to the rather obvious hole through it, mandating the wearing of Aposisston's longcoat over the rest of the stolen outfit. Aposisston keeps his old belt (replaced by one with an Ubese clan belt-clasp) aboard the Jade Falcon. His old belt has a trapezoidal clasp with the sunburst emblem of the old Sith Empire embossed on it.Weapons: As a Sith, Aposisston's favoured weapon is a Forcesaber, which he and his master crafted on Lehon with techniques learned from archives hidden away on the planet. As Inguse Holn, he carries a DC-15s sidearm blaster, a Dressellian projectile rifle, V-1 thermal detonators, explosive ammunition for the slugthrower, and spikes sewn onto the knuckles of his gloves.Appearance: [Picture] More coming as soon as they're scanned. Black hair, light blue eyes, moderately tanned skin. This specific drawing will be replaced once I get a good scan of the corrected version of it, which has a somewhat wider jaw.Personality: Since the slaughter on Lehon, Aposisston's natural caution has been elevated to the point of paranoia, while the fear of extermination - either by the Jedi or the mysterious killer who wiped out Cautus and most of his students on Lehon - has led him to take an increasingly dour, pessimistic view on life. Nonetheless, he remains a patient, calculating young man, who will do whatever it takes to prolong his life long enough to come up with a better plan.History: Aposisston was born into a middle class merchant family on Lorrd, where, once he was old enough, he was tasked with picking up product shipments from the spaceport. On one of these supply runs, he met the Sith lord Darth Cautus, who took the young man in as one of his students, and, after gathering a few of his personal items, Aposisston left Lorrd and departed for parts unknown with Darth Cautus, eventually reaching the Cautus’ hidden Sith academy on Lehon, nestled in the remnants of an old Rakatan templeUnlike other, somewhat more traditionalist Sith lords, Cautus did not adhere to the Rule of Two, and there were about fifteen students studying under him at the academy on Lehon. As with many Sith, he sent them on errands in his stead, but, as Cautus’ interests lay in rather more academic pursuits than galactic conquest – he was, by trade, a historian – these errands tended to be more along the lines of supply runs or general information gathering than assassination or espionage, and the reason for sending the students had a lot to do with making the best use of the Sith lord’s time.After a little bit more than seven years, a slip of the tongue by one of the other students alerted one of Palpatine’s informants in the Outer Rim to the presence of another Sith lord hiding beyond the reach of the Republic, and, fearing competition, Palpatine struck at the Lehon academy, killing all he found there. Aposisston, who had been away on a routine supply run at the time of the attack, returned to Lehon three days after the slaughter, to be greeted by the sight of his teacher and friends, all dead. Panicking, the young Sith fled Lehon as fast as he could, finding his way to a world on the Outer Rim, where he ditched the vessel owned by Darth Cautus and made his way to a cantina, waiting for an opportunity to steal someone else’s ship and identity so that he could disappear safely. When an Ubese bounty hunter left the cantina to return to his ship, the Sith followed him and attacked the bounty hunter, catching him by surprise and quickly subduing him. After a brief interrogation that revealed enough about the bounty hunter for Aposisston to impersonate him, Aposisston stripped the man of his armor and ran him through with the Forcesaber that he had acquired while training on Lehon. Since that incident, he has taken on the life of a bounty hunter, always on the move, doing whatever he has to in order to keep himself alive.Name: Jade FalconModel: G9 Rigger freighterFunction: The Jade Falcon is a comparatively lightly-armed freighter, used by the bounty hunter Inguse Holn as his personal transport and to transport the targets of bounties.Weapons: The Jade Falcon has the standard armament for a G9 Rigger (3x light laser cannons) plus a fourth laser cannon that covers the rear firing arc.Modifications: In addition to adding a fourth light laser cannon, Inguse Holn also slaved the third light laser cannon to the pilot’s control panel to give himself access to the ship’s full combat capabilities without needing a co-pilot. The passenger quarters are fitted with extra security measures to prevent ‘
  7. This RPG is AWESOME. I keep finding myself spending a lot of time on the internal monologues of my characters. I have no idea why, but I seem unable to NOT do so. It's really quite fascinating. It's also nice to finally have characters who take on a life of their own.
  8. I'm rather excited for this one; it looks like it'll be fun. I've completely rewritten my old IL race again, so they have a fairly free and open democratic-republic now. They're still big on the science and diplomacy and religion stuff, though. And I still use a romanesque theme. How're your profiles going for ya'll who plan to play? Also, on an unrelated note, if anyone has an av for Isaac from Golden Sun, it would be most appreciated...
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