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Swrpg F I N A L Draft!


EmperorWhenua

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Dec. 1 again - Finally completed everything I can think of, and resolved several issues brought up in reviews. As such, I'm posting this as the final feature, and unless there are any more problems, this is how I'll be submitting it... very shortly. I'm surpassing all my deadlines, actually, and this may just be submitted as soon as tomorrow.

 

Also, the staff have been selected. One more Game Assistant slot is open, so if you're interested, this is your last chance.

 

 

So yeah. Roast away!

 

=======================================================

 

 

 

Star Wars RPG: Episode III: Coming of Shadows

 

 

 

"Hello.

 

"You seem confused. Here, let me set you upright. There, that's better.

 

"Who am I? I think what I am is more important than who I am. I am a vigilante, a warrior, a law unto himself. They call me the Jedi Killer. I live up to my name.

 

"Why do I kill Jedi? Is it hate? No. It is not that simple. I stand against the Jedi and their beliefs. Against their doctrines. And it is only inevitable for me to stand against the Jedi themselves. Am I a Sith? No, it is not so simple. I cannot even use the Force, nor do I even carry a lightsaber. I am what I am, a tool of fate, a herald of death. But I can't do this mission on my own.

 

"Will you stand with me against this menace? Or let life die in the growing darkness?"

 

----

 

Story

 

If you were with us in the past two RPGs, you have a slight advantage here.

 

Darth Maelos has been defeated. The Sith all but destroyed, the few remaining members of the dark order killed or converted to the light. The Republic in complete shambles after the wars, however, leaving the Galaxy in the hands of the Jedi Order. The tough but small Republican Navy, headed by the equally gruff and old Admiral Caral, was all that was left of the old government, and it was soon absorbed into the growing flaps of Jedi agencies. Nobody was strong or brave enough to challenge the rapid rise of power and authority of the Jedi banner.

 

The great luminaries of the Order, former Grand Masters Tro-Gon and Twan Qwin, were already dead, leaving Jedi Master Teej to take command of the Order, and he did his job well for nearly twelve years, asserting Jedi dominance in all affairs of the Galaxy. It was not the wrong thing to do. The people willingly accepted the fact that militias were under supervision of mythical glowstick-wielding demigods, that trade was governed by peacekeepers and even their daily lives administered by Jedi. Why? They were desperate for an authority.

 

They soon found out, however, that the Jedi were no different than those dynasties that ruled before them. They were not evil or corrupt, but they were disillusioned and distant. And with the sort of power the Jedi held, even the good Jedi, it was only natural for them to succumb to their own authority. Benevolent violence, pure order, divine rule; these were terms they used to justify their iron fist, and while they were trying to do what was best, they were simply not used to their positions.

 

 

Master Teej ruled well for a long while, until one day in year 223, he was assassinated, his bodyguard and escorts too, on a peace mission on Naboo. Other high-ranking Jedi took the lead, but they all were killed, one after another.

 

Finally, an influential young Jedi Master named Kai-Rei took command and had the accused assassin killed. He only made things harder, becoming more reclusive than the other Grand Masters before him and much more strong-handed. But he did keep the Galaxy together.

 

 

The Jedi themselves became more liberal, frequently using dark side powers, however they were not Sith at any level. They were not cruel, simply misguided. They were not evil, only confused. They still had the age old ranking system of Padawan, Knight, Master, Senior Master and Grand Master of the Order, with various other subtitles and ranks such as Weapons Master and Consular General, all of which are bestowed only to the worthy.

 

They received dominion over all governmental forms, even controlling commerce and trade, armies, and local provinces. They were spread thin, but maintained a rigorous stance in government. But with Kai-Rei in control, things went slightly more amiss. The Jedi seemed to have become more selfish and totalitarian than the civil and humane philosophies of Teej. Even their Grand Master has become Chief of State, something even Teej avoided for fears of becoming too powerful.

 

In this time of muted light, the people of the Galaxy became just as confused as their rulers. Anti-Jediism lingered from the destruction of wars past, and some people even hated the new Jedi government, even fighting it. But these were a minority, as the vast populace of the Galaxy embraced this new law and order, feebly welcoming Jedi with open arms. Others were indifferent, seeing government as inconsequential, the result of themselves and the quick credit being their only masters.

 

It is in this tumultuous time of twilight, or dawn, as varies, that you, the citizens of the Galaxy, much choose your path.

 

----

 

Setting

 

The Galaxy has changed a little since we last saw it.

 

 

Ossus

This once-barren wasteland planet and former home of the Jedi is now a planet teeming with life of the jungle. Apes and birds fill the air with their calls, and the Jedi Praxeum there is still one of the finest Jedi enclaves built.

 

Coruscant

Still the galactic seat of power, the cityscape planet has grown enormously in population. The skyscrapers reach even higher into the atmosphere, and the sky itself is filled with floating colonies, each ruled by its own magistrate. The Jedi Temple has sprouted new wings that stab into the city, its foundations have been expanded and its towers are ever higher. The Jedi Palace, an enormous and elegant building, has replaced of the senate halls, as if standing as a bouncer, calling out that the Jedi are here to stay.

 

 

Naboo

Naboo is, as it always has been, a watery paradise of soft sandy beaches and pristine vistas. Still ruled by an elected monarch, it is, however, now supervised by a Jedi Master who possesses final say. The queen is regarded as a figurehead administrator, not the absolute ruler. This is upsetting to many, though Naboo is still a peaceful world and they have not raised conflict with the Jedi about it.

 

Nar Shadaa

The old Smugglers' Moon was decimated by the Vong Wars, but it was rebuilt by the Hutts. Now a jungle-city, thick with the millions of beings who work their long shifts and live in the slums, it is filled with noisy beasts of the forest, and sometimes people wonder who are the owners of the planet: the people or the pests? Still, it is an ideal place to hide, teeming with life, if ever desperate.

 

 

Korriban

Once the Sith's ancient home, it is now a vortex of light-side energy, home to a multitude of small villages with peaceful inhabitants, several small Jedi temples dotting the surface in places.

 

 

Yavin IV

Many of the old Massassi Temples have been razed flat, and the few remaining ones are hidden half-buried in jungle. A Jedi Temple sits unused, reclaimed by nature, and the planet has become a mecca for the lonely and grieved.

 

 

Onderon and Dxun

The historic Core Worlds duo still remain. Modernized and industrialized, Iziz, the capitol city of Onderon, sprawls ever larger than it did in millenia prior, and is now ruled over by a totalitarian monarch. Dxun, its twin jungle moon, is home to many mutants and deformed creatures, many of which have also immigrated to Onderon, and landing here is a suicide wish, as anyone and anything is quickly devoured by the ravenous fauna. Onderon, however, is also a highlight for archeologists who delve into the deep subterranean levels for relics of civilizations past.

 

 

Boo

A very scary place.

 

 

----

 

Gameplay:

 

Star Wars is an expansive universe. Many things are there, many unexplored reaches holding undiscovered creatures, and corporations exist providing new technology all the time. For these reasons, this RPG is in a controlled-freerange format, where what happens is totally up to your imagination. Feel free to develop your own storyline, your own settings, everything. However, you do have limitations.

 

The RPG does have a synopsis, and it is highly encouraged for you to follow with the main plot, since it is the driving point of the whole thing. Also note that the main plot is in control of the staff. This is fo ensure stability in the RPG structure. However, that does not mean you, the players, can't have plot-building characters. I may or may not place certain members on the Jedi Council or in charge of certain gameplay aspects as a perk, but these will be exceptions and not the rule.

 

----

 

Weaponry:

 

There is a lot of technological advancement in the weaponry. Here is a small list of the most common things you might find, and what they are capable of doing:

 

Lightsaber

Still the primary weapon for the Jedi, this weapon creates a blade of energy that can cut through almost anything save a few rare metals. They are never found outside of the hands of a Jedi, and an untrained user will usually end up killing himself with the weapon.

 

 

ARC-9965 blaster rifle

This is the main weapon of the typical infantry classes. Very accurate and powerful, it is however heavy and expensive. Usually has about 40 shots per clip, and has a medium range.

 

 

KX-80 Repeating Blaster Rifle

A squad-level light blaster rifle, it eventually was manufactured on a large scale. More inexpensive than other rifles, it is typically held in the hands of the special infantry and naval forces. Medium range and power are made up by its simple amount of ammo, allowing up to 400 shots per clip.

 

 

E-11 blaster rifle

The primary weapon of Stormtroopers before the august infantry force was abolished, this rifle is now one of the most common guns in the galaxy, found as the main weapon of the denizens. Many fors of the weapon exist, from shotguns to sniper rifles to carbines, the result of its sheer volume and customization. Standard models have 500 shots, though this changes dramatically based on the changes made to the guns.

 

 

Blaster Pistols

These diminutive weapons come in a multitude of forms. Weaker and lighter than rifles, these are seen as the common sidearm. They change forms all over, and many times are modified to fit the uses of their owners. They usually hold a mere 50 shots or less.

 

 

Thermal Detonators

The grenade of the Galaxy. Powerful explosive handheld devices that can cause a concussive blast radius and wreak havoc on groups and machinery alike. Very rare because of its simple destructive properties.

 

 

Others

Many other weapons exist, too, some unique to their owners. Feel free to develop your own, though they must keep with the realism of the weaponry in the Star Wars universe.

 

----

 

Immigration Forms

 

To become a player, you must fill out a form, telling me details about your character. Now, you can change the form as you need, but this form works best for my purposes.

 

A few things you should know before going around and making your character:

 

1. If you are a Jedi, you start out as a Jedi Padawan or Knight. No Masters yet. Details later.

2. No super-awesome characters. If you have this uber-powerful guy in mind, PM me and I can tell you whether he's okay or not. Keep in mind, however, there is a line to cross.

3. No, your character cannot be a commander of a huge army. Neither can he be a wealthy connoisseur of a ginormous corporation. Details later.

4. Be original! Don't be generic! Don't just say "Mandalorian armor" cuz you have no idea what Mandalorian armor looks like now! Don't model him entirely on Obi-Wan! Make him unique to you!

5. No, you cannot be Sith. That's over with.

 

 

Just copy-paste the following form in the pink.

 

 

Username: (This is who you are on BZP.)

Name: (This is who you will be in the game.)

Species: (Is he a human? A semi-human? A Gungan? A Nemoidan?)

Gender: (It'd be nice to know...)

Faction: ("Faction" is very loose here. Basically, what side is your character on? Is he pro/anti-Jedi? A Republic fanatic who wants the old system back? A bounty hunter? Tell us!)

Morality: (Basically, is he good, bad, neutral, good-chaotic, bad-chaotic, etc.)

Features: What does your character look like? What clothes does he wear? What color is his skin and hair? Any distinguishing features, like a facial scar?)

Weapons and Abilities: (Is your character a Jedi who uses a specific lightsaber form? Is he a martial artist? Is he something else? Does he use the Force? If not, does he have any special abilities?)

Personality: (What is your character like inside?)

Biography: (Tell us as much or as little as you want about your character here.)

 

[b]Username:[/b] 
[b]Name:[/b] 
[b]Species:[/b] 
[b]Gender:[/b] 
[b]Faction:[/b] 
[b]Morality:[/b] 
[b]Features:[/b] 
[b]Weapons and Abilities:[/b] 
[b]Personality:[/b] 
[b]Biography:[/b]

 

Fill that form out and PM it to me. I'll either approve you or not approve you, and depending on what I think/my mood/etc., then you can post in the RPG proper. And don't post questions about that here. That's bad. And it makes EW mad. Mad EW = Bad EW. Don't make EW mad. Capiche?

 

 

----

 

Ships

 

Now, of course, people may need some sort of transportation. Thus, I have the Ship Registry Act. For this, a few extra guidelines:

 

1. You can have either a yacht or a freighter.

2. No, nothing else.

3. Yes, it can have weapons and shields, but keep it simple, people.

4. No, it can't be the fastest ship in the galaxy.

5. No, you can't have a Star Destroyer, or any large ship. The goal here is to give you a mode of transportation, not a totally tooshie-kicking badposterior cruiser. Keep that in mind. I'm not going to approve a large ship for those reasons.

 

Just like with the profiles, fill the form out and PM it to me.

 

Ship Name: (Quite straightforward.)

Ship model: (Yacht or freighter)

License number: (A ten-digit code of your choice with letters and numbers)

Weapons: (Pretty obvious. Don't go overboard.)

Other Ship Stuff: (Navigation, hyperdrive, shielding, etc.)

Ship Description: (What it looks like, etc.)

History: (Some ships may have a story. Tell us!)

 

[b]Ship Name:[/b] 
[b]Ship model:[/b] 
[b]License number:[/b] 
[b]Weapons:[/b] 
[b]Other Ship Stuff:[/b] 
[b]Ship Description:[/b] 
[b]History:[/b]

 

Note: If you misuse your ship, it can be taken away from you. I'm trusting you to use it properly, but if I decide you can't use it, it goes *poof*. Just like that! Got it? =D

 

----

 

Rules

 

Now, onto the rules! Everyone loooves rules, right? Right!? RIGHT!!?

 

 

1. NO God-modding. No super-awesome-wolf-squadron-team-dynamite moves, no auto-dodging, no auto-hitting, etc. If something is as such, I will wipe the crime off the face of my LCD screen.

2. ALWAYS use Ic and Ooc (In character/Out of character).

3. NO off-topic discussions with Ooc. Gotta conversation? Take it to PM.

4. BE realistic. I cannot stress this enough. Unlike god-modding, this pertains to storyline and stuff. You can't go to Onderon and raise a rebellion by preaching on the streets. You can't dig your way out of a prison with a wooden trowel. You can't know where everyone is or what they know. You can't pop in randomly and say "Hi," to a character you never met before. The list goes on and on. I'm known for my realism, and I expect my RPG to run accordingly.

5. DON'T kill other players without the other player's permission. If you do, bad boy.

6. RESPECT other people's storylines. Many people have their own subplots going, lore to develop for their characters, etc. Don't interfere with them. By all means, interact, but don't mess them up. If you want to negotiate with them on something, PM them.

7. OBEY the staff. Make them happy, and they'll keep you happy. Especially me.

8. IF someone asks for a recap, DO IT. Help himher get back in the game right away. This keeps the game moving along briskly.

9. All BZP rules apply in this game.

10. I, and the staff, reserve the right to deny anyone playing privileges at ANY TIME.

11. PLAY fair and bring cookies.

 

----

 

Perks

 

 

Jedi ranks: As you saw, you start out as Padawan or Knight. If you prove yourself, I may make you a Master with some added benefits, like extra Force powers, more respect in-game, and political authority. Wanna be a Master? Show me ya got the stuff. Ask to be a Master and you'll be knocked off the promotion list. Got it?

 

Ships: Indeed, a bigger, faster ship is always nice. Depending on how you play, Ic and Ooc, and how well you use your ship, I may upgrade your vessel's abilities. But if you want a much larger ship, like a Star destroyer, the answer is no. There will be times when you can be IN a Star Destroyer, but you likely will not be in charge of it.

 

Other: And if you impress me and the staff, we may add some extra benefits for you, or reward you in some other ways. Don't ask for it, though.

 

 

 

 

Staff:

 

Game Master: - EmperorWhenua

Game General Manager: - Crimson Jester

Game Assistant: - Exo-Fat

Game Assistant: - Multivac'sEntropicDilemma

Game Historian: - oogy boogy

 

----

 

 

Characters:

 

NPCs:

 

[Temporary note by EW for the Judges: Most of the NPCs will be decided on by a joint staff decision, since the staff will be in charge of these administrative peeps. Other NPC profiles will be added as they are needed in the story, keeping relevance and use as the most important documentation tool when archiving NPCs.]

 

 

Jedi Master Kai-Rei is the reclusive and powerful Grand Master of the Order. Not much is known about him, other than the fact that he apparently has Skywalker blood in him and is extremely powerful in all aspects of the Force. He usually remains on Coruscant, living behind the veils of power in the Jedi Palace.

 

 

 

PCs:

 

Username: EmperorWhenua

Name: Ton Tanj, the Jedi Killer

Species: Near-Human

Gender: Male

Faction: None/ Independent terrorist.

Morality: Chaotic-good.

Features: Ton Tanj is a near-Human. Genetically the same as other humans, though there are two differentiating things: one, his agility and speed, and two, his teal eyes. He stands at nearly six feet tall, not too tall but not short to the point that he can’t run fast. His hair is semi-long and unkempt, usually in a wavy mop when not in headgear. He bears a long, vertical scar down his right cheek, a close call with a lightsaber. He has a few tattoos, including a few swirly designs on his left fingers.

 

He wears a pair of durable trousers, dark brown and very resilient. He wears a shirt of the same fabric, though lighter in colour, which sports a removable hood. A leather utility belt with cinch buckles for gear, as well as a few slots, goes around his waist. He usually is seen with his coat, a gray robe with black trimmings and gold embroidery on the trimmings. It is not as loose as a Jedi robe, but not restrictive at all, thanks to being made of a stretchy material that flows well with movement. It also has limited blaster dampening and camouflage abilities.

Weapons and Abilities: Tanj carries many weapons. On his belt, he packs a blaster pistol, a set of minor grenades, and pair of gemstone-pointed spiked knuckles. On his boot, he hefts a pair of butterfly knives. On his sleeves, he carries several pairs of stilettos which he can throw. His main weapon, however, is the cortosis weave sword he carries in a scabbard behind his back, though he can clinch it to his belt.

 

As for abilities, Ton Tanj has many skills:

• He is dead to the Force. This means he can’t be detected through the Force, and neither can direct Force attacks do anything to him. Of course, this means he can’t use the Force, either.

• But that is made up by his skill in martial arts. Ton Tanj is a Teras Kasi master, as well as very skilled in many other sorts of hand-to-hand combat, being a match for any enemy.

• These skills are only doubled by his skill with weapons, especially bladed personal weapons. He only carries one gun, and uses it only very sparingly. His skill with his sword is to the extent that he can rival even the best Jedi in sword combat. Whether this is due in part to past Jedi training or pure skill is unknown.

• Despite his lack of Force sensitivity, he can harness, at least to some degree, telekinesis. How this works is unknown, however he has demonstrated the ability to move things mentally, if with great stress.

• He also knows how to use the area to his advantage, finding loopholes to traps and even using the environment to destroy his enemies.

• He is skilled in espionage and assassination, as well as technical things and piloting.

 

Biography: Not much is known about Ton Taj’s past. The only thing that is known about him is his present self: the infamous Jedi Killer. It is unknown how he learned his skills, or even why he felt the urge to kill Jedi with a passion.

 

As the Jedi Killer, he has both an underground cult following and a vicious criticism base. Some claim he is the bringer of light, saving many from the evil clutches of the Jedi; others say he is a terrible and heartless killer of law and order. But both sides agree on one thing: he has a very specific mission and he knows exactly how

 

 

======================================================

 

 

 

These positions have very good perks.

 

Game Master is me, of course. I lord over all, just from behind the scenes. The Jedi Grand Master is mine, but he doesn't do too much unless I want him to do so for story-changing.

 

The General Manager oversees the stuff, makes sure things are going as planned, and takes command in my absence. He is one of the co-leaders of the Jedi Order, with an NPC in the High Council.

 

Game Assistant is the next tier down. More detailed, like how a Forum Assistant is to a Leader. He can't take command should neither of the above are available, but he still has a resistance NPC in charge of anti-Jedi Order actions.

 

The Historian has a couple duties. He posts updates on the story, helps new players, and keeps up-to-date on what's happening. As a perk, he is the propaganda boss. He is in complete control of the Holonet, meaning he can broadcast the news to everyone, everywhere, however he wants to.

 

 

We can also have more than one Game Assistant, since there are minimal duties and always more room for more.

 

 

The reason why the staff are in charge of these things is so that the story is well held and concrete, acting as one. If I appointed members to these positions, it would be lose and biased, some people even pursuing their own goals. Like this, the staff are in control and things don't go all over the place.

 

 

So yeah; interested? Lemme know. Have ideas to change things? Lemme know. I'm still a bit rusty and creaky on GMing and RPG-making, so C&C much appreciated.

 

Thanks!

 

~EW~

18 Comments


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Sounds cool. :) Definitely unique, and it sounds like a fun RPG.

 

This is one of those ideas that just sparks my imagination. Just imagine what could happen!

 

I haven't yet played an RPG on BZP, but who knows?

 

 

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1) The italics are wonky in the intro.

 

2) The word "whether" is spelled "weather" in the second rule thing about characters.

 

3) Why are there rolleyes in the middle of Mandalorian?

 

Otherwise, probably won't play, but looks good.

 

~Bunda

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First things first: I'd love to be staff but I don't want to be staff due to my ego problem.

 

Second things second: Excellent idea in keeping it all nice and wide open. I like that of course :P

 

Third things third: Love the second character rule. That was a problem in your last RPG that is now fixed. Yay.

 

Fourth things fourth: Love rule four.

 

Fifth things fifth: Love rule five.

 

Sixth things sixth: I didn't plan those last two, that's just how it worked out.

 

Seventh things seventh: Excellent way to regulate ships.

 

Eighth things eighth: Can we potentially upgrade to Star Destroyers and the like over time?

 

Ninth things ninth: I disagree with CHEEEEEEEEEEEE.....EEEEEEEN! on list of weapons. A few key planets/locations would be nice, but overall any planet in the Star Wars Galaxy would be readily available. And for people who don't know, just show them to wookiepedia

 

Tenth things last: I'm trying a new signoff from now on, so if y'all could slap me everytime I forget that'd be helpful, thanks :P

 

-Your Humble Servant, Sunimek

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Two more things I just realized: I didn't notice the number of characters each person is allowed to have... did I miss it or is it not there? Also, are you planning on adding important NPC profiles?

 

~Bunda

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Indeed, Wrack, there is free-range on those things. I'm detailed, but going down to model of DC rifle is kinda extreme, especially when this RPG will be attracting some lesser-detailed players. Thanks, though.

 

 

Understood, Robo. Thanks. =P

 

 

And Bunda, NPC profiles will be in an attachment, which will be in the list of characters which I will be adding in just a sec, or at least make the room for it. But yeah, there will be a list.

 

~EW~

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Yup; direct them to the largest, most expansive Star Wars Wiki on the Intertubez: Wookiepedia. Gotta remember my job is to provide an RPG, not an encyclopedia. :P But yeah, I get your point and will indeed have a directory link to the site in the finished draft.

 

~EW~

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1. If possible,I'd love to help in any way possible.

 

2. Can't use the wookiepedia thing... I tried to get a SWRPG approved(I'm giving up on that especially with you working on one) It has a forum on it and thus can't link to it.Also, they said that members shouldn't be forced tolook through wookiepedia for information.

 

3. The story is great. My mind is churning. I think I've got a character forming(Kind of a best of with some of my past characters with a couple new twists thrown in). Kinda miss the sith though. If I'm a jedi, I'm not using Force lightning lol. But I'll figure something out.

 

4. Tell me when you submit this so I can watch it get approved

 

5. I just wanted a point 5.

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Love the new premise, twisting it around so the Jedi are the "villains" this time.

 

NPC's been taken care of, links and stuff. I agree with the suggestion to have a few key planets/locations of interest in the post itself, at least to provide a place for members to start off their characters.

 

Maybe something about gameplay? Is this a sandbox? What's the level of freedom, how much of the story will be up to us, etc.

 

That's basically it.

 

P.S. Thanks for the help Robo. I've been having trouble with what to call CHEEE...EEEN! Once again I am led to acknowledge the importance of ellipses.

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Luckily I have a much shorter name this time.

 

And EW, can you not take the brief summaries at the top of the page of Wookiepedia for weapons like Blaster Rifles and repeaters, list a bunch of companies that make them and three different categories of weapon or object? that way people can have an object that has both authenticity to the source, easy cataloging ability, and be easy for others to gauge what effect it would have.

 

Also I might be interested in a staff spot.

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I have a two questions: What time period would this be in? I think it is Post-Galactic Civil War, but I'm not sure.

Do the players have access to other planets, or do we have to stay on the ones listed?

 

There should be a size limit on the ships because some Star Wars yachts and freighters are very large.

Overall this sounds very good. I will probably join if this gets approved.

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Luckily I have a much shorter name this time.

 

And EW, can you not take the brief summaries at the top of the page of Wookiepedia for weapons like Blaster Rifles and repeaters, list a bunch of companies that make them and three different categories of weapon or object? that way people can have an object that has both authenticity to the source, easy cataloging ability, and be easy for others to gauge what effect it would have.

 

Also I might be interested in a staff spot.

You're still good ol' Wrack to me. =P

 

Hmmm... I can see the wisdom in that. Will work on summaries along with the gameplay details.

 

I might be interested in giving one. :P

 

I have a two questions: What time period would this be in? I think it is Post-Galactic Civil War, but I'm not sure.

Do the players have access to other planets, or do we have to stay on the ones listed?

 

There should be a size limit on the ships because some Star Wars yachts and freighters are very large.

Overall this sounds very good. I will probably join if this gets approved.

If you read the plot summaries, you should have noticed that the time period is beyond the Legacy era; that is, 225 After the Battle of Yavin.

 

Of course. The planets detailed here are only the ones that are different in this storyline than they are in the official storyline. Everyone has free range everywhere else.

 

Actually, no, they aren't. The Millennium Falcon was a freighter, and I wouldn't consider it large. I am aware some may venture for a large cargo freighter, however it wouldn't be practical at all and is practically a moving target in the game, so I seriously doubt anyone would want a cargo freighter for their character.

 

~EW~

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Looks great... lots of fun... If I thought the RPG would blast ahead at pages a day, I'd join (I like slower paced RPGs that I can keep up with). Also, I'll be gone for two weeks in... two weeks. But I'll think about joining...

 

I'm not familiar with many Star Wars species though, so if I joined I'd probably just be a human... or would you allow ninja jawas? Because I'd so play if I could use a spacefaring ninja jawa.

 

~Bunda

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If your character in BZProvince is any indication of what you can do with odd characters, by all means be a ninja Jawa. xP

 

~EW~

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If your character in BZProvince is any indication of what you can do with odd characters, by all means be a ninja Jawa. xP

 

~EW~

B)

 

I hope I can take part in this. I'm staying at my Grandma's in Texas and she has no internet computer of any kind. >_>

 

So I may join late, if I join at all.

 

~Bunda

edit: wrong bb code etc

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I'm getting excited. I'm almost to the point where I'm going to make my character ahead of time... and for those that know how I run my characters, future characters will be planned.

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