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  1. 'Ello there I made another drawing. Well, it's more like a WIP but I don't know when I'll get the chance to finish it. As always, click the thumbnail Click here for Takanuva only, without the background. I must say I'm enjoying making random crossovers with Takanuva. The best part is that he did travel across dimensions for a while
  2. I finally built a proper self MOC. I am known as Elephant Knight almost everywhere else, And am well known for my love of other themes, such as Space (Blacktron 11, specifically), Pirates, and Star Wars. Castle used to be big too, but not so much these days. Anyways, This self MOC combines all these themes into one being. Elephant Knight Bionicle self MOC by Elephant-Knight, on Flickr An Elephant-Pirate-Blacktron-Jedi(Sith?) Knight. Not much else to say, other than that. I am happy with how his head turned out Elephant Knight Bionicle self MOC by Elephant-Knight, on Flickr Except he isn't the only Blacktron Bionicle mash up I have done! I also have this guy, who I have dubbed "Tooa" (and he has a spaceship!) Tooa by Elephant-Knight, on Flickr This guy, Kotonn, has been around for sometime, and is a character in my Space comic "FEZ" (Can be found here, if interested) Kotonn by Elephant-Knight, on Flickr And a "family" photo! Family Photo? by Elephant-Knight, on Flickr More pictures can be found on my Flickr. Toa Han
  3. 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.
  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. It's kind of a fun game I guess, if you like that sorta thing. Wait, I get a lightsaber? WEEEEEEEEEEEEEEEEEOOOOOOOOOOOOOOOOOOOOOOOO
  7. The fifth season of Star Wars: The Clone Wars debuted on Cartoon Network yesterday. It was an interesting episode but sadly there is no where do discus it on BZPower. In June, I inadvertently killed the last star wars topic and it expired July 18th. henceforth, I have taken the liberty to create a new one.This topic is to be used in the discussion of everything star wars, The movies, the clone wars, video games, expanded universe, and memorabilia are all excepted topics for discussion. Everything is open as long as it is remotely related to the franchise.The first episode of the fifth season called Revival aired on the 29th. Several events of note took place. Discuss
  8. This is the thread to talk about Bioware's upcoming MMORPG, Star Wars: The Old Republic!
  9. Blue Fire

    Lucasarts

    Is it too hard for them to make a Star Wars video game that has an undisputed dark side victory? No redemption, no "I'm dead, but I at least kept the sith tradition alive!", and none of that "Evil has won... for now". I just want to play as a Sith, and have it actually be canon.
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