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Than the Moa

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Ladies and gentleman, I present to you the next great Star Wars RPG. It is set a long long time, in a galaxy far far away. Basically, the Star Wars galaxy we know and love, with one major deviation. Anakin Skywalker never came to be. The Galaxy is at war, with the Confederacy and Republic fighting in an extended version of the Clone Wars. How extended, you ask? Well, as of the start of the game, it has been waged for over 20 years. Jedi vs. Sith, Mandalorian vs. clone trooper. Welcome to a Galaxy at War

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? 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 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 1 - Alderaan):PC 1 exhaled slowly and silently as she peered down at her target from a vantage point on the roof. The Republic General, a Jedi Master of some renown, was meditating alone in the courtyard. "NOW!" The Sith leapt down from her perch, twin lightsabers extended as she arced silently towards her target. She would wait until the last moment to activate the crimson-bladed sabers, to prevent the massive Jedi from hearing the telltale buzz which would foretell his doom. She was only four feet from the Jedi when the crimson blades sprang to life, scissoring towards his neck.

OOC: Your move

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.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 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 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 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.

Edited by Madara: Mangekyou Master

STAR WARS GALAXY AT WAR


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A couple points:

 

  1. In the opening crawl, you caps "JEDI" but not "Qui-Gon Jinn." This should be reversed -- you already caps "JEDI ORDER" prior, anyway. Lian Neeson will find you and kill you if you do not rectify this monstrous breach of supernatural law. Come to think of it: Caps all references to the character.
  2. Spoiler tags are to be used for actual spoilers only, not to clear space. I know it's cool using them as ways to make it all shorter and stuff, but it's in the rules.
  3. In order to make it all more accessible for new players, could you insert blurbs for locations, or at the very least insert hyperlinks to the Wookipedia articles regarding the planets.

 

Correct these things and you'll have my approval.

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Okay! Thanks for the information EW. I've edited in the Starting Locations. Unfortunately, due to Wookieepedia's forums, I was told by Basilisk that it's against rules to link directly to it.

The spoiler tags have been removed.And Liam Neeson's vengeance has been averted.

Edited by Madara: Mangekyou Master

STAR WARS GALAXY AT WAR


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Looking over things again (and speaking as a total Star Wars buff) I notice you say the Clone Wars have gone on for thirty years. Assuming things progressed at the same points in time as in the canon storyline with the exception of no Anakin Skywalker, this would have made Qui-Gon Jinn 100 years old and Count Dooku 130 years old at the times of their deaths, and other people would have been much older, too. That, put simply, doesn't work. Just make things simple and acceptable by saying the wars have gone on a few years instead of this ridiculously long period.

 

That said, I'm satisfied, so Star Wars is approved [1].

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Looking over things again (and speaking as a total Star Wars buff) I notice you say the Clone Wars have gone on for thirty years. Assuming things progressed at the same points in time as in the canon storyline with the exception of no Anakin Skywalker, this would have made Qui-Gon Jinn 100 years old and Count Dooku 130 years old at the times of their deaths, and other people would have been much older, too. That, put simply, doesn't work. Just make things simple and acceptable by saying the wars have gone on a few years instead of this ridiculously long period.

As a staff member of the RPG, I feel qualified to address this concern. The deaths of Dooku and Jinn are not recent affairs. They happened well before the time period this RPG is set in.

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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Seeing as my fellow Judge seems to of cleared out the more problematic problems, I dub thee approved. STAR WARS: GALAXY AT WAR Approved [2]

Edited by Judge Alex Humva

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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  • 2 weeks later...

okay, I present the Assassin's creed RPG. it's set in an alternate timeline, explained in the "intro"

 

Assassination

In the dawn of time, there was peace for a thousand years. then something sparked. a mysterious piece of technology far beyond today's knowledge had appeared. in it was inscribed a riddle.

Scattered throughout time

in memory of a terrible crime

what was lost must now be found

and he who finds it shall be crowned

naturally, confusion over what it was reigned widespread. it was then that a noble warrior society, named the Templars, took the item into their custody. they were respected, and no one thought to stop them. then they showed their true colors. they still didn't know what the riddle meant, but the words "shall be crowned" were ingraved in their memory. they struck, wreaking havoc across the land, raiding bigger towns and making attacks on capital cities. the strange technology boosted their prowess in battle, reigning supreme versus normal soldiers. then another organization stepped in. they named themselves "Order of the Assassins" and combat the Templars. in the middle of their war, another piece of technology appeared, this time in the hands of the assassins. it was a monitoring system, allowing a monitored city to be patrolled for keywords without being there. on it was inscribed the same riddle. with these techonological advances, the Templars and the Assassins fought. throughout history, the war has remained, secret, the common man not knowing a thing. and so other pieces of the object appeared, with them being seized by the two factions. even today, the war rages on. now, the war has entered a new time. the technology of today allows the Templars and the Assassins to go back in time and re-live their ancestor's life. stay true to your faction, and remember The Creed.

this is the future.

don't destroy it.

Tl;Dr

essentially, the two factions are fighting over pieces of mysterious objects whose properties are not quite known. the goals are this: the assassins want to destroy them so that they can't be used, but do see them as a means of gaining all of the pieces and as such do not destroy what they have. the templars, however, want it so that they can dominate the world.

 

The Creed (Rules)

1: Obey all forum rules. This includes the General BZPower Rules and Guidelines and the COT Rules and Guidelines

 

2: Keep the gore down. Yes, this RPG is based on an M-rated games, but instead of "He smiled, stabbing his enemy from behind, feeling the blood gush onto his hands as the man fell" try something like "He struck once, and the man slumped against the wall". Notice that no mention of blood was in the second example, but you get the idea.

 

3: No God-modding. This includes Auto-hitting (automatically hitting everything), Bunnying (taking control of another Player Character without the "owner's" permission), Deus Ex Machina's (an unrealistic or improbable way of getting your characters out of a bad situation), disregarding your weaknesses, breaking the fourth wall, and editing your character's traits directly before a fight in order to make them more suited to that fight. on the Animus time-traveling(ish) ability, you can't change the past to affect your future. For example, if my character I was RPing needed a piece of knowledge, and his grandfather knew it but was dead, you can't, say, scribble it on a wall nearby.

 

4: Respect all staff (also known as The Council and War Commanders in RPing). Simple, just listen to staff, do what you're told by them, and we're good. also note that they take care of promotions

 

5: Use IC and OOC. IC =in character, OOC= out of character. keep OOC-only posts to a minimum.

 

6: Have fun!!

 

7: unless given permission (which can be asked Via PM to me), start as an Assassin or as a Warrior

 

Time Periods

so this is how it's gonna work. instead of a giant cutscene, you will instead actually affect the future. in return, however, it can only be in one era at a time. so this means that the wars are fought in their eras. there can be only one playable era at a time, progressing throughout history. at every shift in time, per-se, a new tech appears. so far, only two can be used at this time.

 

Character Creation

Character sheets for you to use. there will be one main character, the modern day, with past variations of him. Feel free to add any fields you like, should you want to give more detail about your character. your limit is five characters, variations not included. post these in the Discussion Topic

 

Name:

Gender:

Faction: (assassins, Templar, or a custom one. or none)

Appearance: (keep in mind that along with his actual appearance, describe his/her usual clothing)

Weapons: (what weapons do your characters carry?)

Equipment: (a notebook? spare candles? glass bottles?)

History: (as long as you want)

Personality: (obvious)

Skills: (is he a parkour master? piano man?)

Rank: (see below

Year/Era: (500 B.C. aaaaaalll the way to 2013)

 

ranks

Assassins

-trainee (an assassin in training)

-Assassin (obvious)

-Scholar (teach the younger assassins)

-Retired (former assassins, serve as veterans, usually wise)

-Weapon Maker (maker of the Assassin weapons)

-The Council (Staff Members. don't expect to be this)

Templars

-beginners (Templar in training)

-Warrior (fights with sword, the normal class)

-Battle Master (teaches younger Warriors in the way of the sword)

-Wisens (were Warriors, now retired)

-Forger (forges the swords and other traditional weapons)

-War Commanders (the Templar version of The Council)

 

organization

of course, there has to be some semblance of organization in the factions.

==Assassins==

the assassins have a different approach to ranks and such than normal. each rank is equal to the next, with the obvious exception of The Council. a trainee is on the same level as a veteran. this doesn't mean, of course, that respect is given to other ranks. the assassin rank respects the veterans just as much as the veterans respect the trainees. in training, the learning assassins are given instruction in twos or threes at a time by a single scholar. at the end of a month, a general review by another scholar is made. this is so that the scholars instructing the trainees do not become biased towards them. The Council is the group that appoints trainees to scholars. at the end of the year, a Grand Review is held, testing each trainee individually. it usually takes about three years of training for someone to make it to assassin rank. should they pass, a ceremony is passed which no one other than assassins know. the trainees never know, nor do the weapon makers. of course, it is requested that IC trainees don't read ceremony posts.

 

==Templars==

Templars, however, have a ranked society. if you are a beginner, a warrior is more important than you. it goes, from lowest to highest, beginner, warrior/forger(on the same level), Wisens, battle master, war commander. Battle masters train the beginners in a group, with each battle master teaching a certain skill. Battle Master 1 might teach swordplay while Battle Master 2 teaches hand to hand fighting. the graduation from beginners to warriors is simple: a touch on each shoulder with a War Commander's sword, followed by a few formal words.

 

Bases

any good faction has a base. the current base is updated every era-shift, with the exception of the modern one.

 

1000 A.D. Templar base

the current Templar base is Rome (not the empire). beautiful buildings, intensely populated, and the Head Quarters is an abandoned building, leading underground to their real base of operations.

 

1000 A.D. Assassin base

Assassin's current base is Madrid, Spain. filled with buildings of various heights, intense population. their head quarters is not in the city. it is a castle, thought a bit unkempt.

 

current Templar base

the current Templar base is Paris. the high amounts of tourism allow the templars to roam the streets without getting killed. the location of their base is in a cluster of buildings about a mile from the Eiffel Tower.

 

current Assassin base

the current assassin base, on the other hand, isn't even in Europe any more. it is now New York, in a skyscraper near the Empire State Building.

 

technology

the current techs known in 1000 A.D.

 

Assassin Technology

the current assassin technology allows you to "surf sound". if you scan over a certain area, anyone that says a certain keyword in their conversation will be listened into by the machine. however, if you scanned New York when someone said a keyword in New Orleans, nothing happens.

 

Templar Technology

the current Templar tech increases your speed, endurance, and strength when near it. it is towed onto the battlefield as both a trophy that no one can reach and so that it can actually be used. please note that defenders also get the buffs as well.

 

staff

Strack

Phantom Terror

Edited by Strack

Previously known as Aiwendil.

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Okay, first off, do a grammar. Normally I wouldn't raise this as an issue, but you're forgetting basic capitalisation here.

 

Alright moving on to the story: If this mythical object thing is so illusive and confusing, how does everyone suddenly know what it is and that the Templars have it?

What do the Templar strikes involve? Are they just randomly raiding and looting just any old villages? Are they actually using this relic thing they have as a weapon?

What is this other piece of technology the Assassins got and what advances did it give them?

 

Some sense of how the two factions are organised would be useful. What bases do they have in the present (or the past)? What kind of tactics do they use?

Heck, what are their goals? They just seem to fighting each other over special knick-knacks that just seem to bump your technology a few levels. Handy when the most advanced weapon around is a crossbow, less so if we've got sci-fi time travel machines and are clearly pretty tech savvy already.

 

Also, since we're just going back through ancestral memories to look at the past through a first-person perspective rather than actual possessing them, Quantum Leap style...is there really much of a point? I mean, yeah, sure, running around Renaissance Italy or Revolutionary Russia or whatever is fun, but it sounds like our character's actions wouldn't change anything from a pre-determined course

 

Oh, and you say we may need multiple characters, does that mean there's no limit on how many we can create? Or are we limited to creating a certain number in the present with the past lives just being variations of it?

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Alright moving on to the story: If this mythical object thing is so illusive and confusing, how does everyone suddenly know what it is and that the Templars have it?(1)

What do the Templar strikes involve? Are they just randomly raiding and looting just any old villages?(2) Are they actually using this relic thing they have as a weapon?(3)

What is this other piece of technology the Assassins got and what advances did it give them?(4)

Some sense of how the two factions are organised would be useful. What bases do they have in the present (or the past)?(5) What kind of tactics do they use?(6)

Heck, what are their goals? They just seem to fighting each other over special knick-knacks that just seem to bump your technology a few levels. Handy when the most advanced weapon around is a crossbow, less so if we've got sci-fi time travel machines and are clearly pretty tech savvy already. (7)

Also, since we're just going back through ancestral memories to look at the past through a first-person perspective rather than actual possessing them, Quantum Leap style...is there really much of a point?(8) I mean, yeah, sure, running around Renaissance Italy or Revolutionary Russia or whatever is fun, but it sounds like our character's actions wouldn't change anything from a pre-determined course.

Oh, and you say we may need multiple characters, does that mean there's no limit on how many we can create?(9) Or are we limited to creating a certain number in the present with the past lives just being variations of it?(10)

 

1: rumors spread like wildfire. even if only the templars originally knew about it, word still gets out and people know. it is, admittedly, a little more hyped up than what it is, but the Templars use the rumors to make themselves appear more powerful

2: attacking capital cities, such as the capital of rome (forgot it's name) and Venice.

3: yes, they are. it increases their ability to fight within a certain range, so when they're attacking cities, they cart it out onto the battlefield. you might ask "wouldn't that increase the defender's prowess as well?" yes it does. but the Templars actually know what it does and know their limits. the defenders don't.

4: it's kind of like an intelligence net. if someone should say a certain keyword where they're monitoring, the machine will start to listen in on the conversation. however, if it was scanning Paris, and someone said "Templars" in Sweden, it wouldn't work, for example. and it doesn't just trigger on "Templars" either.

5: I think that that's something I would have to put into the original post.

6: the Templars prefer open war on a battlefield, whilst the assassins prefer espionage.

7: the thing about both of the so-far-known pieces is that they are more advanced than today. for one, they don't need electricity/power. the Templar's piece interacts with normal humans without any modification, and the Assassin's piece doesn't require anything but a location to monitor.

8: there is. it isn't exactly a big huge cutscene. your choices do affect the future. yes, that isn't exactly what the animus does in the games, but then again, here Altair doesn't exist.

9&10: I'm thinking of having, say, two characters modern day character limit, but the past versions have to have their own profile, right? so I'll set it up like this: you post your modern-day character, and under it you post their variations. or at least the main things, like personality and weapons.

 

and the capitalization errors are probably my finger accidentally pressing shift without me conciously telling it to :P

Edited by Strack

Previously known as Aiwendil.

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Welcome to Young Justice: Aftermath. This roleplay is set in the Earth-16 universe featured in the DC TV series Young Justice. The year is 2026.It has been ten years since the Reach were forced off this planet by its heroes, and five since the Light has resurfaced. They are more dangerous than they have ever been, with a Parademon army.After the Reach had been defeated, Lex Luthor started selling a variant Reach soft drink that was designed to make the inhabitants of Earth docile. This drink, unlike the original, made metagenes activate more frequently and even gave people without them metagenes. It didn't take long for the Justice League to find out about it, and he was quickly stopped, but the damage was done. LexCorp, being as large as it is, was hardly shaken by the incident and the case against Lex himself has been tied up in the courts for years.Five years, ago the Warworld arrived in the solar system carrying two original members of the Light; Savage and Klarion. With them was a new member; Darkseid. The Brain, Lex Luthor, Ra's al Ghul and Queen Bee were brought to the Warworld, and the reformed Light plotted.Not long after that, Sportsmaster realized that the best way to train new villains was to start young, and have the trainees be willing. It had worked, to an extent, with his daughters, after all. He started the Unjust League to do this.This organization trained young villains, and quickly became a large criminal group. But, during this time, the Team and the League also grew in number, making all three organizations quite large.Next, Cadmus was bought by the government as a defense against metahumans. All genomorphs were disposed off, and the organization is neither hostile nor friendly to the Light, Unjust League, the Team or the Justice League.

Factions

The Justice League: The most famous heroes there are. This organization is one of the largest there is, and is based in their satellite, the Watchtower. It is led by Black Canary, and most of the original Team is a member. The minimum is age is 18.The Team: The young counterpart to the Justice League, the Team's age lets them pass unnoticed by many and act as a stealth team. They are covert ops, and not many people know about them. They operate out of the Watchtower in conjunction with the League. They are watched over by Aqualad and Nightwing, two founding members. The three most prominent heroes are the Tornado Twins, children of the Flash, and Tabby Cat, child of Chesire and Red Arrow, all three of whom are ten.The Unjust League: In some ways, both a counterpart to the League and the Team. They are both young, and famous. They were founded and are trained by Sportsmaster. They have several bases scattered across the planet, but their main base is in the remains of Mount Justice.The Light: A large organization of evil villains, who only allow season operatives into their ranks. The actual members of the Light are the members of the leading council; Vandal Savage, Ra's al Ghul, Lex Luthor, Queen Bee, Darksied, The Brain, and Klarion. Everyone else is merely a pawn. The 'lead pawn' is Deathstroke. Gordon G. Godfrey is the voice of persuasion for the Light, and is secretly a New God.Cadmus: Soon after the Reach was defeated, the US government, following suit from all others, bought up several genetic research firms, including Cadmus, and bundled them together as Cadmus. This was as protection against any sort of metahuman uprising. Gone are the genomorphs of old, and here to stay are clones and specially adapted weapons to each hero and villain. They are neutral in this war.

Important Locations

Earth: The biggest hot spot for activity of metahuman nature, Earth is an incredibly fragmented planet on the political spectrum. All five of the major factions in the metahuman war are primarily based here. There is a network of zeta-beam (teleportation) blocking technology orbiting over earth, preventing teleportation to and from Earth. The Watchtower is under this network, allowing the Justice League and the Team to travel to set locations placed in strategic locations on Earth. The International Space Station orbits higher than the network, and there is a Zeta Tube there that leads to the Olympus Mons colony on Mars.-The Watchtower: This is not exactly a location on Earth but rather a satellite orbiting the planet. It looks like a large tower atop a meteor and is the base of operations for both the Justice League and the Team, both of whom operate in conjunction.-The Cadmus Facility: The base of the Cadmus Military Corporation, this facility is located underground in Washington DC and is the US government's response to the growing metahuman situation. They employ their own metahumans, and are finding ways to defeat every public villain and hero.-Unjust Cave: This is a base for The Unjust League, located right underneath where Mount Justice could have been found before it was destroyed by the Light, in Happy Harbor, Rhode Island. Sportsmaster uses it as a base for his team because of his sense of humor and the fact that no one would look there.-Atlantis: This is an underwater kingdom populated by humans adapted to breathing and living underwater. The country is ruled by their king, known on the surface as Aquaman. Atlantis joined the UN approximately five years ago.-The UN Headquarters: This is where the General Assembly of the UN is located, and is used by the Team and the League to contact the governments of the world. Currently, the relations between the League and the UN are going well. It can be found in Manhattan, New York.-STAR Labs: STAR Labs is a private organization devoted to advanced technology and superpowers. They, unlike Cadmus, are trusted by the League. STAR Labs is the go to place if someone on the team doesn't recognize a piece of technology. They have many locations across the US.Mars: This is world is a peaceful one, seeing as how it only has two governments: The Co-Nation Colony and the Martian Government. The Martian government is a monarchy, with the Red Martians on top, Green in the middle and White on the bottom. Martians have a wide variety of powers at their disposal, but Martian Manhunter and Miss Martian are the most skilled and powerful.-Olympus Mons: This is the Co-Nation Colony founded by the UN and is both the only human colony on Mars and the only colony on the surface. A large dome covers the entire dormant volcano, and inside are buildings. The Justice League and Team have bases here.-N'Herzz G'Alm: The capital city of the Martians, this city is underground. The Red Martian Royal Family G'Alm have their palace here. The city is has three main layers: The high class Red Martians on the bottom, as that is closest to the core and warmest, the middle class Green Martian section in the middle and the White Martian slums on top. The entrance to the city is near Olympus Mons. The Unjust League has a base in the White Martian sector.Warworld: A giant artificial world that is more of a huge planet-city. The entire inside of the planet is just mechanics and city spots, and the outside is covered in rockets and weaponry systems. This is the base of the Light and sits between Saturn and Uranus.

How to Join

Simply fill out the form below, post it in the Discussion Topic and wait for a staffer to approve it.There is a four character maximum, with the qualification that no more than two characters may be a member of each faction (per player, naturally). Choose how to spend your characters wisely. Characters may be retired to make way for new ones, but you will need to wait a week between retirement and new character submission.Note that while you can directly join the Justice League or the Light, they have more rigorous screening than the other factions so its very unlikely you'll be able to sneak a double agent in there. PM a staffer if you want to try, but you'll probably be shot down unless you have a really good story to tell.Species not from Earth are allowed, provided they have been introduced in some form of DC media prior, as are the more unusual native species like Atlanteans, Amazons and homo magi. Feel free to get creative with the profiles. This is a superhero RPG, after all.Alias: (your superhero/supervillain name. Will not apply to all characters, naturally)Name: (the actual name of your character)Age: (derp)Faction: (the Team, the Justice League, the Unjust League, the Light, Cadmus, or freelance)Alignment: (choose from the nine classic D&D alignments [Lawful Good, True Neutral, Chaotic Evil etc.]. Optional.)Equipment/Abilities: (here describe metahuman abilities, batarangs, mech suits, magic styles etc.)Weaknesses: (must have at least one weakness. If your powers are very strong, more weaknesses must be outlined)Appearance: (derp 2.0)Origin: (tell us how your character came to be the man, woman or it that he/she/it is today)

Rules

1. This may be a game about metahumans, but no metagaming. That is, don't let your characters have impossible revelations just because you as a player know something about the plot or other characters.2. No bunnying (controlling other people's characters without permission).3. No autohitting.4. No deus ex machina.5. Direct OOC posts to the Discussion Topic.6. Please be courteous, and don't refuse to lose out of pride.7. All BZP rules apply, naturally.8. Do remember to give an indication of time and place at the start of each IC post. For example,

IC: Unjust Cave, Night Sportsmaster sighed. "Pathetic. We'll have to do that whole training run again."

Or something. This will keep things in order (try to be mindful of other people's timestamps).9. Players are encouraged to alter the plot and introduce new concepts and twists, but anything terribly earth-shattering should be run by Canis Lupus first.10. Don't let the multitude of rules overburden you.Good players will be rewarded, but disobey rules and your characters may be brutally maimed/murdered and/or you, the player, will be cast out of the RP. For justice!StaffBundalings - HostCanis Lupus - Story Master Edited by Bundalings

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@Assassins: Yeah, there's still a lack of capitalisation, erm, everywhere really. Grammar is normally the last thing I check for in an RPG but I keep spotting it (or not spotting it, rather)

Still wondering what this thing the Templars grabbed is supposed to be. Or do. From what little I know of the games I thought they were supposed to be orbs, but if thats the case then how do they fit together into a whole (since they're pieces) and how do they give people knowledge? What does it look like? How does it "improve their ability to fight"? Just an aura of effect thing or do they have implants built into them??

Oh, btw, for the record Rome doesn't have a capital city because it is itself a city not a country ;)

How does the Assassins monitoring doohickey actually monitor a city? How do they tell it what words to listen out for and how does it report back to them when they hear it?

Also, you say other pieces of the macguffin have been found, have they given any more special powers like that monitoring thing? Because you only list the two previously found ones and that was a thousand years ago

The "one past at a time" rule seems flawed. Apart from denying people free-roaming it does mean that all characters are somehow going to know when to get in their Animus machines and which period to go and what location in that period...Which is unlikely.

Is there a reason we can only go back as far as 500 BC? We did have ancestors before then you know :P

For gaining ranks, I assume levelling up is done as rewards for good deeds done in-game? Because otherwise it seems very arbitrary, especially in the case of the assassins.

Err, why can the Templar's Macguffin not be reached if they're dragging it on the battlefield with them? If they're bringing it close like that just keep some cavalry in reserve and charge down its guards. Boom now its yours. Or, in the ages we have gunpowder, just blast its guards away with cannons and grab it. Or blast it with cannons. You shouldn't just declare something unreachable like that, especially without any reason

 

 

@Young Justice: Do you not think Injustice League would be a better name for Sportmaster's faction? Its not like the version seen in the show is still using that particular title.

You refer a few times to a metahuman 'war' but really it all seems to be business as usual with crime and crime fighters. Is it just that, as all sides have grown larger, there's more metahuman activity and 'war' was a good way of emphasising that, or is there an actual war of sorts going on? And if there is a war, why is Cadmus considered neutral and not its own side?

Also, I assume that anti-teleporting thing they built around Earth early season 2 is still in place? So how do we get to Mars? Rockets or boom tubes?

And on a related note, what sort of limits are there on alien species for characters?

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This is something Canis and I discussed earlier. The words are synonymous and though the Injustice League featured in the show is long defunct, I didn't see much reason to take it from them. Sportsmaster wasn't a part of it and the goals of the two groups are quite different.War is mostly just colorful phrasing. Cadmus is neutral in that it doesn't trust any of the major superhero/villain groups as they mostly operate outside the law.It would be. Rockets would be a more common form of transportation, since boom tubes require a rare motherbox (I believe that is correct). Rockets have been shown to be crazy-fast in the DC cartoons I've watched so the trip shouldn't take too long.There are no real limits as to alien species usage, provided they aren't obscenely powerful. Currently active in the Justice League you've got Hawkgirl, Superman, Miss Martian and Martian Manhunter, plus human subspecies like Atlanteans, Amazons and homo magi. There's a lot of flexibility when it comes to character creation and I'd like to see some crazy stuff. It would preferable if the alien species used were previously introduced in some DC media, though.I will edit the relevant information into the RP. If I said something incorrect, Canis can scold me for it later. I think we're on the same page on these points, though. :P

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We discussed naming it Young Injutsice, and there is no in story reason for it. We decided against it.

 

About that. I'm thinking we should have there be a 'safe link' between the UN Headquarters and the Olympus Mons colony, and this is the only Zeta Tube off world.

 

For species, go all out. I have a Red Martian, Bundalings has a ghost. If you try to have a Kryptonian or a species that hasn't been seen in comics, though, then it won't get approved.

 

Also, Bundalings, in the comics they use motherboxes, but the show uses fatherboxes. Also, the Light has a ton of those, seeing as how they are New God tech, and Darksied is a New God ruler.

Edited by Canis Lupus

I used to have a banner here.



But that RPG is dead.



What now?

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Young Justice: Aftermath Approved [4]

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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Multiversal Collision
The universe is vast, ever-changing, eternally expanding. It encompasses many worlds, untold locations, and places in the darkest frontiers never explored by any being. It has long been considered the final frontier, space the one region left to be explored.
But there is not just one universe. There are countless alternate realms, realms similar and dissimilar to each other, alike in so many ways, but differing in small, incremental amounts. The system by which they are organized is unknown to most, but it is truly simplicity itself. The closer two universes are together, the more similar they are. Realms side by side will only differ in small respects, in the beginning, at least. As time goes on they will change more and more, until finally, they look nothing alike. Big things have small beginnings, after all. But each world is created in the same way. When a choice occurs in one world, whenever a fork in the road approaches, each world takes its path. But that other path will be taken by a second realm, created in that exact instant.
There are infinite worlds, but they are isolated. They are kept apart, never to touch, never to come into contact with each other. We may know of their existence, but we will never reach them. Walls unseen keep us away. Parallel worlds were doomed to remain a theory, unable to be proven, no matter how sure humanity was.
Until now.
***********************************************************
Three months ago, four worlds were altered forever.
Four of the oldest, four of the most different realms anyone could ever find. They differed long, long ago, and any similarities between them are long gone. They had gone through their timelines unaware of the others, unaware that everything was about to change.
It had happened too quickly to react. One moment, everything was normal. The next, the sky had been ripped asunder by lightning, and frightening vortexes of color incomprehensible to the mortal mind. The noise was deafening as the planet itself was ripped apart, the ground shook, the wind raced, the very elements of reality turned against each other. When the dust settled, they knew that things would never be the same again.
Their world was no longer there. They had been transported, along with a section of unknown size from their world, somewhere else. And they weren't the only ones. Three other times, three other places, had been brought with them, smashed and crushed together into a shape they were never meant to occupy. Things would never be the same. But at the same time, things hadn't changed. As the inhabitants of these worlds gathered their wits, they realized that they hadn't moved. Nothing had moved. Their worlds still inhabited the same place they always had, but they were cut off from the rest of their realm. Where a bridge might once have connected one side of a river to the next, it now connected to another place entirely. Their worlds had collided almost seamlessly. Where one ended, another began.
But it did not end there. New worlds have continued arriving since the initial event, integrated seamlessly into this new realm without warning, heralded only by another deafening sound as another crack formed in the fabric of reality.
No one knew how they had arrived, or what these other realms were. Some have chosen to explore, and accept this new reality. Others seek to return to the way they were, and find a way to go home. Others have continued on in the same way they were, fighting against each other, incorporating these new places into decades-old struggles. And yet more have decided to use these changes for profit and personal gain.
After all. Humanity never changes,
-Gameplay-
Welcome to Multiversal Conflict. In case you hadn't guessed from the introduction, this game is set in a place where alternate realities have inexplicably collided, bringing together places and societies that have never known of each other's existence until now. These worlds are radically different, in all possible ways. There are four worlds included at the outset of the game, but more may be added as time goes on (See "New World Approval" below}.
This game is very, very sandbox. There will be plot elements introduced by the staff, but it is largely up to you to decide how things go. Will you try and correct the damage done to these realities? Will you try and rule them all? Or do you simply wish to explore?
-The Setting-
The four realms have merged into one world almost seamlessly. Where one ends, another begins. As new worlds are added this trend will continue, with the new world being dropped into position and expanding the landscape. But I suppose you want to know what you're dealing with.
Earth
Earth is the land most like our own home, but it is not quite as we remember it. This is our world, circa 1940. The world is at war, and this region is no exception. Largely forested, with dense urban populations near the center, this is a world prepared for war. The region is coastal, as it always has been, but rather than the Atlantic Ocean, it borders the channel separating them from the Dominion of Britain. Earth is a force to be reckoned with, despite its somewhat antiquated technology. It's leader, the mayor of the largest city, is wary of the other realms, but retains a sense of curiosity. The largest city is small by modern standards, but it is equipped with factories and shipyards capable of cranking out equipment at a rapid rate. Unlike some of the other realms, its populace has not been caught off guard. After all, they were already prepared for war. Now it's just a different one.
Earth borders both the Dominion of Britain, and Erde. It is separated from the former by a large channel, and the latter by a wide river. Earth's leadership has been in the most contact with the Dominion of Britain, seeing them as a familiar ally in an unknown land. There is one very, very curious thing about this land, however. For unknown reasons, magic users are hardpressed to use their skills here. It has been speculated by some that this is due to a lack of naturally occurring magic, but no one knows for sure. Regardless of the reason, magic is much harder to perform, require more energy, and all but restricting the use of any complex uses.
(Note: This is more or less Earth in the 1940s. Use tech levels accordingly.)
Terra
Terra is the most technologically advanced civilization present, without equal in that regard. Their cities are immaculately maintained, and medical technology is advanced enough to cure all but the most severe illnesses, and heal all but the most grievous wounds. Even the technology in their daily lives is light years ahead of everyone else, with biotechnology and mental interfaces no longer the realm of science fiction, but fact.Interactive holographic displays are common, and brain implants are common among the more wealthy citizens. Smartphones are antiques, and tablets a thing of the past.
However, this is the least politically stable of the realms. For within this apparently utopian society, the seeds of discord have been sown. The region only ended a long civil war weeks before the event that brought these realms together, and there are those within it that seek to use this change of setting to reignite that war, and change the outcome in their favor. Weapons technology is very, very advanced, with the best example being the Valkyrie System armor. So named by the inventor, it is powered armor that takes many, many forms. The original models were reminiscent of the valkyries of Norse mythology, winged, and with a similarly fantastic armor design, thus leading to the name. Though not all take this form any longer, it is still one of the most common designs. These armors and trhe technologies associated with them are usually mass produced, but skilled pilots have been known to have custom models.
The weaponry of this world is highly destructive, and as such, all realms are leery of allowing them to war amongst themselves again. However, the scientifically inclined society is baffled by magic, and cannot figure out how to replicate, counter, or combat it effectively. The two formerly warring factions have but one thing in common; an innate curiosity over anything magical in nature. The war between the two started decades prior, and few truly care about the difference in philosophy that caused it anymore. The atrocities committed by both sides have made it personal, and the two capital cities are eternally at odds.
Erde
Erde took the strangest turn of these four worlds. Where they advanced in science and technology, Erde turned to stranger pursuits. Nestled in the Draconian Mountains, named for the creature that once inhabited them, is Lorem, the land's largest city. Built on the site of the dragon's former lair, it surrounded by a tall stone wall. A central gate leads into an open air marketplace, surrounded by shops and homes of varying construction, though the most common is stone. By the standards of most worlds, Erde's technology is medieval at best. But it compensates with a high degree of magic, with a wide variety of forms present. Some harness magic from the environment, some from their own energy, and others from higher powers of varying kinds. But one thing is consistent; magic comes with a price.
Outside of the mountains, Erde is largely forested, with a few small villages scattered about. Creatures of all kinds and levels of intellect inhabit every corner of the world, some benevolent, some malevolent, and others simply incomprehensible by human standards. Erde is separated from Terra by a thick forest, and from Earth by a wide river. The land has no true ruler, instead, each settlement selects its own through their own methods. The most powerful of these rulers, however, are the council member of Lorem. The council is composed of representatives for the merchants, the warriors, the craftsmen, and every other group of significant size within the city, and makes decisions based on a vote. They are intensely distrustful of technology-driven nations, Terra in particular.
(Note: I am willing to give a degree of freedom with the magic and species found in Erde, but they must make sense. As the setting is largely high fantasy in nature, fiction of that setting should be used as a guideline.)
The Dominion of Britain
In contrast with the lush forests of Erde, or the crisp, clean cities of Terra, the Dominion of Britain is a land dominated by steam-powered marvels. In this world, Britain leaped forward with the Industrial Revolution, advancing themselves at a rapid rate. They reclaimed their status as a colonial power, and continued along their path. The entire land has been industrialized, the landscape dominated by factories and zeppelins. Steam is the power of choice, and it fuels everything from vehicles to factories. Zeppelins crowd the sky, the vehicle of choice for travel and for military. The cities are controlled chaos, the air filled with noise and water vapor. Fashion never truly advanced past the Victorian era, though the necessity of certain items for the safe operation of steam powered devices has changed designs a bit. Electricity is used, but it is mostly reserved for powering lights and telephones. The largest city, London, is easily one of the largest cities in any of the realms, its technological prowess matched only by Terra despite its antiquated methods. The Dominion is ruled by a long line of monarchs, backed by an elected Parliament.
It borders Earth and Terra, separated from both by a wide expanse of water. Docks are built on either side to aid in travel, as the inhabitants are quite curious about the realms around them.
(Note: The Dominion falls squarely into the genre of steampunk. Use said genre as the guideline for technology and fashion.)
Player created worlds will be added to this section as they appear.
-Approval-
Fill out this profile template, and post your profile for approval in the Discussion topic.
Name:
Gender:
Species:
Age:
Universe of Origin:
Appearance:
Equipment:
Abilities:
Skills:
Weaknesses:
Bio:
-World Approval-
If you wish to create a new world to be added, fill out this approval form.
Name: This is pretty self explanatory. What is the location in this realm called?
Setting: Describe the place. Is it mountainous? Lots of lakes? What are the major locations? Cities? Use as much detail as you can, images or maps if you want.
Description (Include any major conflicts, if applicable): What is this land like? Is it a post-apocalyptic world? A utopia? Describe what kind of world it is we're dealing with. The political structure, warring factions, any major issues or conflicts, all of it goes here.
Technology Level/Magic System: Technology and magic, no matter how advanced or cool it is, follows certain rules. If there is magic, outline how it works, what it can do, and what its limitations are here. Same goes for technology.
World creation is significantly more challenging than it appears at first. I'm going to put the disclaimer right here; if a world is not carefully constructed, it won't be approved. It's not that the staff want to prevent you from creating your own worlds, but we have to make sure they're carefully considered and created. Because otherwise we'll end up with a sea of half-formed places. Worlds should be posted for approval in the discussion topic. Players are limited to creating two worlds, but a third may be allowed if a compelling case is made.
Note: Worlds that are not original in nature are tentatively banned. This is a universe where all universes can collide, but they should be original in nature. That said, if you wish to use a universe from preexisting fiction, you will have to make a case to the staff over PM. This should consist of an essay detailing why you should be allowed to use an adaptation of an existing fictional world.
-Rules-
1. No godmodding. Yes, there is magic. Yes, there is advanced technology. But each one follows very specific rules as to how it functions, and what its weaknesses are. You cannot autohit (Hitting another character without giving a chance to react), you cannot insta-dodge (Dodging things you shouldn't be able to), you cannot bunny (Controlling someone else's character without their permission), and you cannot meta-game (Your character knowing things they cannot and should not know).
2. Use IC (In character) and OOC (Out of Character). For example:
IC:
Joe ran down the street, glancing over his shoulder hoping that he had lost his pursuers. Unfortunately, he hadn't.
OOC: Anyone want to give him a hand?
3. OOC discussion belongs in the Discussion topic. Only two OOC-only posts will be allowed in a row before warnings are issues.
4. You may have up to five characters.
5. Respect the staff. This should go without saying, but any staff members are where they are for a reason. If you have an issue with one of them, or one of their rulings, talk to them about it. If you feel that they are still being unreasonable, take it up with one of the other staff members. They will make a ruling from there.
6. This game follows a tiered punishment system. Your first offense will result in an official warning. This is your one chance to shape up and turn back without real consequence. Your second offense will result in severe injury to either the offending character, or a character of the staff's selection if the offense occurred OOC. Third will result in character death. The fourth will result in a temporary ban of duration selected at the time of punishment, and the fifth and final offense will result in a permanent ban. Leave, do not come back. Any one of these steps may be skipped over if the action is severe enough, but a final ban requires a majority vote of all staff members, and can only be administered by either the Head GM or the Co-GM.
-Staff-
Head GM: The Snark Knight
Co-GM: Lord of Adders Black
Should the game require more staff members, players may be promoted to Assistants. Both GMs and Assistants are allowed to have PCs, as long as they follow the same rules as other PCs. Staff NPC profiles will be added as necessary.
Edited by The Snark Knight

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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Was bothered by something for a while, finally figured out it was just the cold messing with me. Multiversal Collision: Approved [4]

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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RPG proposal

 

Firefly RPG: Browncoats Unite!

 

“I don’t care, I’m still free, you can’t take the sky from me…”

It is the year 2517 and the Federal Alliance has achieved domination over the core worlds and many of the outer lying planets. The “Browncoats” are rebels who fought during a galactic civil war, which ended in their defeat. Some Browncoats have moved on and merged with the rest of society, for others though, it’s not over yet, especially for the crew of the Serenity. However, the Alliance isn’t the only danger in the ‘verse, the savage Reavers, men who have supposedly visited the edge of space and went insane as a result. The main goal here: survive.

I. Introduction

Welcome to the Firefly RPG! I am your host, Phantom Terror. Have you watched the show Firefly? Were you disappointed in how quickly an awesome show like that would end after twelve episodes? Did you ever wonder after watching the movie Serenity about what happened to Mal and his crew, the alliance, and the Reavers after those events? Here is the place where you can become both a character from the story, or your own imagination (See part six for exceptions) and fight for what you deem right.

II. Rules

Okay, nobody really likes rules except for the people who make them up. But they’re there for a reason. Play by the rules and you’ll have a lot more fun.

1. First of all: NO SPAMMING! Spamming is bad and just creates confusion. If you have something to say, either PM me or another host or put it in the discussion topic.

2. In the same vein: NO FLAMING! Nobody likes to be made fun of and get their feelings hurt.

3. Keep violence contained! There is such a thing as too much violence in RPing, too much violence will, again, cause confusion. If a member is causing too much violence, they will first be warned. If they continue, they will be warned again, this time having their character injured. If they continue after that, their character(s) will be either killed, paralyzed, or become a Reaver and cannot play as them anymore. If they continue to make violence they will be suspended from the RPG for three weeks or until they have shown an improvement in character.

4. No inappropriate content and language! I understand that Firefly is not exactly a kid-friendly show, but that is no exception on BZP. Remember: BZPower is a family-friendly website!

5. Do not kill or critically wound another player’s character! The only exception is if they give you permission to kill/wound their character.

6. No God-Modding! Nobody likes to be in a David and Goliath scenario. If you even consider this, put yourself in their position and see how you feel. If you feel confident, that is no exception for God-Modding.

7. Do not pretend that you are more important than anyone else! Everyone who plays this game is equal in my eyes.

8. No intimate relationships! It causes problems with some people’s beliefs. If two characters wish to fall in love, they may be an underlying level of subtle romance. But no kissing or other forms of intimacy.

9. Obey the BZPower, COT, OTC, and any other rule that applies!

10. Have fun! Don’t let anyone stop you from doing that!

III. Staffing

If you wish to become a staff member, you must understand these rules:

1. Just because you are a staff member, you do not have an automatic free pass for any of the above rules.

2. Be helpful! If someone needs information or help pertaining to the RPG, please give it! I would prefer that if they have questions about Firefly or Serenity that you have watched the show and movie.

3. Do not ask to become staff! I will pick the staff members based on their helpfulness, attitude, and overall actions on BZP. If you are asked to become a staff member, remember that you are looked up to and admired. Please be a good role model, and remember, you are not required to say “yes” to being a staff member.

4. Do not try to draw attention to yourself! Staff members are picked by selfless actions. if I see that you are going overkill with helpfulness (which isn’t a bad thing) and trying to draw attention to yourself from it, that will decrease your chances of becoming staff.

IV. Rewards

Players that have proven themselves worthy will receive awards that they may display on their character profile pages and signature. If you would like to request a banner for said reward, post an order in my shop.

IV(a). List of Rewards

NOTE: This portion is subject to change

Thank you: Helping a user/player five times.

Helping hand: Helping a user/player a total of fifteen times.

Good Samaritan: Helping a user/player a total of thirty-five times.

Rookie: Joined the RPG successfully.

Novice: You have been active in the RPG for a month.

Veteran: You have been active in the RPG for six months.

Champion Fighter: You have been active in the RPG for one year.

They don’t fall, the just lie down: You have left the RPG.

Returning Fighter: You have returned to the RPG. (There is a one month time limit for this award after you’ve left).

Good Ol’ Staffie: This is an award specifically for staff members who are voted upon by the players to receive the comendation.

Get Back Up Again: If you’ve been wounded in combat and survived, this award is yours.

You’ll Never Knock Us Down!: You’ve been wounded and survived five times.

Farewell: Your character has died.

Holiday awards: Playing a holiday-themed move. (Names will be different each year. This includes the start of summer, winter, fall, and spring.)

V. Locations

First of all, YOU CANNOT CREATE YOUR OWN PLANET WITHOUT MY PERMISSION!

See THIS for a full list of locations, seeing that there are many.

VI. Characters

I would prefer that you not play as canon characters, but if you wish to, you may.

Species/Alignment list:

Humans: Alliance, Browncoats, Civilians.

Reavers: ONLY IF I DEEM THAT YOU CAN. YOU WILL HAVE MINIMAL CONTACT WITH OTHER PLAYERS!

Aliens: None yet, PM me if you would like to make up a species. No crossovers from any other Sci-Fi films/stories please.

VI(a). Non-Playable

Shepherd Book – Deceased

Wash – Deceased

Mr. Universe – Deceased

Tracey: Deceased

Inara (Companions in general) – intimacy (see section two).

VII. Ranks

Ranks will be bestowed upon you by staff members. You cannot immediately make yourself an admiral right off of the bat.

Pilot – lowest rank for pilots.

Navigator – Second rank for pilots.

Daredevil – third and final rank for pilots

Rookie – lowest rank for leaders

Lieutenant – Second rank for leaders

Captain – Third rank for leaders

Admiral – Fourth and final rank for leaders

Handgun – Lowest rank for fighters

Rifleman – Second rank for fighters

Cannon – Third and final rank for fighters

Student – Lowest rank for doctors

Apprentice – Second rank for doctors

Chief Surgeon – Third and Final rank for doctors

VIII. Weapons

This section is strongly enforced by the “No God-Modding” rule. There are many different guns, but restrictions apply to: cannons (except on ships) and bombs/grenades. There is a limit of 3 grenades and two bombs at a time (except for the highest ranks. Then it’s increased by two). Laser guns, rail guns and chain guns are not permitted without express permission, they are possibly the most dangerous weapons and if you do have one, it has a limit of three uses before it needs to be recharged/reloaded for five posts (no spamming). So, in short, any rifle, pistol, shotgun, sword except for the ones previously mentioned. Players may start up a weapon business to buy ships or weapons. For further information, PM me.

VIII(a). Money

You will obtain money by completing jobs that other players give you. The amount will be determined by me.

VIII(b). Jobs

To offer a job, PM the player of your choice. Be sure to include me on the conversation!

IX. Ships

There are many different classes of ships. Use THIS for reference (Only Captains and Navigators can have their own ships). Ships must be purchased from me. I will set a price for every ship as it is requested.

X. Player Sign Up

All player profiles must be PMed to me. If you post in the RPG topic, your post will most likely be deleted. I will keep all player profiles in the main post for everybody to see.

BZPower Name:

Character Name:

Species:

Faction:

Specialization: (Pilot, leader, etc.)

Rank: (Start out as level one)

Primary Weapon:

Secondary Weapon:

Grenades/Bombs: (Start out with 1 of each)

Appearance:

Biography:

Status: (Determined by me default is 0)

XI. Status

This will be your status for the RPG. Everybody will be able to see it.

-3: Your character is now either a Reaver, or he will suffer a horrible death of my choosing.

-2: Rule breaker, your amount of allowed characters is reduced to 2.

-1: Warning.

0: Default, maximum characters: 3

1: Good job! Free grenade, bomb, or character slot.

2: Even better! Free grenade, bomb, or character slot.

3: You are now one of the best of the best of the best! Two free grenades, bombs, or character slots.

 

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I have an Instagram page where you can see these pictures and more like them! Just click

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Ok, uh, here, have this handy list of bulletin points:

 

  • I get the "keep violence contained" rule, but the way it's phrased it almost seems like punching people is banned. I'd suggest rewording it to be clearer on the front that excessive violence is not that great.
  • The no relationships thing is, uh, odd in my opinion. BZP has a pretty clear ban on anything more intimate than some face-to-face, but that's like, 10% of a relationship. Again, I think this is the wording tripping you up. If not, well, romances have been done a number of times in other OTC RPGs. The way this is phrased, ("they may be an underlying level of subtle romance") it basically says characters can't have a clear romance at all. Which is a completely unnecessary rule.
  • The locations list has no locations. I'd suggest adding some.
  • Yeah I know that the Halo RPG was approved with a similar weapons setup, but this weapons system really bugs me. Using common sense and liberal usage of staff supervision tends to work just as well in my experience.
  • "You will obtain money by completing jobs that other players give you. The amount will be determined by me." Shouldn't this be based on the player's bank account and what the player is willing to pay?
  • There's no ships in your ships list.
  • Maybe fix up the formatting? It'd improve the look greatly if you selectively bolded, say, section markers, instead of the whole thing.
  • Also, something that is kinda important. There is no plot. What is for those of us who don't religiously watch Firefly? How do I know what's going on? What's this RPG's catch? What's the special plot, or is it just another episode of the show? In which case, I'd probably just watch another episode of the show.
  • Oh yeah and there's a typo here and there, like the aforementioned "they may be." Methinks you meant "there" there.

Edited by Judge Alex Humva

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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The whole thing seems overly restrictive the the player, you've contradicted the shows own canon several times (making it less of a Firefly RPG and more of your own universe, if you want to launch a Sci-FI RPG of your own creation, just do it and don't take up a slot from another Sci-Fi setting). The banning of romance is just weird and as my comrade said, simply not needed.

 

8. No intimate relationships! It causes problems with some people’s beliefs. If two characters wish to fall in love, they may be an underlying level of subtle romance. But no kissing or other forms of intimacy.

 

Their beliefs, if you are referencing gay relationships, are actually against BZP rules. BZP is a tolerant website and banning relationships out of fear of offending certain close-minded parties just doesn't seem right.

 

5. Do not kill or critically wound another player’s character! The only exception is if they give you permission to kill/wound their character.

 

Well, there goes any dramatic tension. Why fight if no one will ever die unless they want it to happen? Pointless.

 

You also seem to lack a co-host. We have the planning topic for a reason people.

Edited by Basilisk

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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What exactly are we supposed to be doing in this RPG? I don't see any kind of plot, any kind of driving force...we just seem to be going around doing one of the four jobs that are apparently the only ones available in the entire galaxy earning money to do...something. Even the rewards are just literal medals with no purpose that we can only get for performing some very arbitrary achievements

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Ok, uh, here, have this handy list of bulletin points:

 

  • I get the "keep violence contained" rule, but the way it's phrased it almost seems like punching people is banned. I'd suggest rewording it to be clearer on the front that excessive violence is not that great.
  • The no relationships thing is, uh, odd in my opinion. BZP has a pretty clear ban on anything more intimate than some face-to-face, but that's like, 10% of a relationship. Again, I think this is the wording tripping you up. If not, well, romances have been done a number of times in other OTC RPGs. The way this is phrased, ("they may be an underlying level of subtle romance") it basically says characters can't have a clear romance at all. Which is a completely unnecessary rule.
  • The locations list has no locations. I'd suggest adding some.
  • Yeah I know that the Halo RPG was approved with a similar weapons setup, but this weapons system really bugs me. Using common sense and liberal usage of staff supervision tends to work just as well in my experience.
  • "You will obtain money by completing jobs that other players give you. The amount will be determined by me." Shouldn't this be based on the player's bank account and what the player is willing to pay?
  • There's no ships in your ships list.
  • Maybe fix up the formatting? It'd improve the look greatly if you selectively bolded, say, section markers, instead of the whole thing.
  • Also, something that is kinda important. There is no plot. What is for those of us who don't religiously watch Firefly? How do I know what's going on? What's this RPG's catch? What's the special plot, or is it just another episode of the show? In which case, I'd probably just watch another episode of the show.
  • Oh yeah and there's a typo here and there, like the aforementioned "they may be." Methinks you meant "there" there.

 

Sorry, I had links to the wiki in my word document, but they didn't transfer correctly. I'm very new here, and might need a little time to think this through a little more.

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I have an Instagram page where you can see these pictures and more like them! Just click

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I would heavily suggest making use of the OTC TBRPG Planning Topic. The good fellows there will be able to refine your RPG and give you a better idea of what the community would be ok with.

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"In short, my English Lit friend, living in a mental world of absolute rights and wrongs, may be imagining that because all theories are wrong, the earth may be thought spherical now, but cubical next century, and a hollow icosahedron the next, and a doughnut shape the one after." -Isaac Asimov, responding to a letter he had received saying that scientific certainty was false, The Relativity of Wrong

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