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  1. Mass Effect: Division Many thousands of years ago an old culture struggled against an ancient enemy. They were the Protheans. Their adversaries were the Reapers. The Reapers were a machine race that “harvested” advanced races and stored the races in the form of a Reaper every 50 thousand years. The Old Machines were all the harder to defeat because of Indoctrination, an insidious process that makes the victim serve the Reapers. Indoctrinated agents sabotaged many Prothean attempts at survival, including one to plant 1 million Prothean warriors to survive the primary invasion. Just when the Protheans thought all was lost, they completed a device. One that dated back to the first civilization harvested by the Reapers. The Protheans realized that the Catalyst,the last part they needed, was the Citadel, a space station the Reapers had built as part of their trap and the former seat of the Prothean government. The Protheans gathered their remaining strength and made a final push to the Citadel. They attached the Crucible, as they had dubbed the device, to the Citadel. It fired, but was too damaged to, or it never could, tell friend from foe. The Reapers were wiped out, but at a great cost. Civilization was lost once more. 3 thousand years ago, the Asari discovered the Citadel and settled in. The Salarians, an amphibious race, soon followed. The Council was formed by these two species. Many races joined the Council as they discovered the Citadel. The honor of making the Council's decisions was left to the Asari and Salarians, but the others could propose ideas and ask for the council's help. This system lasted for many years, eventually giving the avian Turians a seat to serve as the primary military. But peace was not to last. The quarians, a race based on Rannoch, built an AI race named the geth to serve them. Eventually the geth achieved sentience, the quarians panicked and tried to shut the robots down. The geth fought back, trying to survive against their creators. The quarians asked the Council to help. No help came. Instead, the Council stripped the quarians of their embassy. The “lesser races” (Non-council seat species) began to grow restless. In 2157 a new race leapt on the scene with a bang. The turians discovered them trying to activate a dormant Mass Relay, which was forbidden under Council law. The humans (as this race was called) fought hard, surprising everyone with their military power. The Council stepped in to negotiate a peace treaty, but was startled when 3 different leaders showed up. The humans were more fractured than any race the Council had ever met. When the Council saw the armada the humans had brought with them, however, they decided it was probably best they were fractured. Over the next decade, the Council did its best to make the humans divided. A quarian hacker by the name of Tali'Zorah found this out, and was barely rescued by a human named Commander Shepard. When this discovery leaked, the lesser races had enough of the Council and its manipulating. They left. The humans swore off the Council, and a barely kept peace exists between the Council, humans, and the ISA, as the rebel races call themselves. Further complicating this is the final faction, the Krogan and Rachni, which only recently appeared. Welcome to ME: D The world of Division is one of strained peace at best. Beings fight to preserve what shaky alliances they have, ambassadors try to form new bonds while Spec Ops try to destroy their enemies. Who are you? A hero? A man who gets the job done, no matter the cost? Or someone just out to survive? Factions There are 4 major factions, with 3 subfactions under human. Of course, you don't have to side with the faction your character's race is listed under, or even with a faction at all. Just note that most factions don't like members of enemy species. Each race has an image linked, courtesy of the wiki. Also, please read the codex article for the race you plan on using if you've never played the game. The Codex is linked below under Locations. InterSpecies Alliance (ISA) The ISA was formed by its constituent races after their rebellion against the Council. Their government is one not unlike the USA's senate, with each race sending a delegation to their meetings. Said meetings take place on the recently built space station Unity. The ISA has the biggest conglomerate fleet, but this is trumped by how many are quarian liveships. Major constituent races: Quarians Homeworld: Rannoch, though few living quarians have ever set foot there. A synthetic race, the Geth, drove them off and promptly entrenched. Few Geth have been seen since. Instead, most quarians are nomads, living on the Migrant Fleet. Volus Homeworld: Irune. An inhospitable place, with an ammonia atmosphere and high gravity. Only volus can live here comfortably. The Hanar Homeworld: Kahje The Drell Homeworld: The Drell live on the Hanar homeworld. Elcor Homeworld: Dekuuna The Humans The humans consist of a shaky political alliance between the democratic US, the communist USSR, and the socialist EU. Each sends their leader to a triumvirate. Most meetings end in yelling, but war is not forthcoming. The Soviets Domain: Asia and Australia. The USA Domain: All of the Americas. The European Union Domain: Europe and Africa. The Council The Council is three members, one of each race, elected by their people. Asari Homeworld: Thessia. Salarians Homeworld: Sur'Kesh Turians Homeworld: Palaven The Kroni The krogan are governed by clan leaders, while the Rachni are a hive mind dominated by their queens. How exactly they are cooperating is unknown. Please note that the Rachni wars never happened without Reaper indoctrination. Krogan Homeworld: Tuchanka. A massive dust ball, devastated by nuclear bombs. Rachni Homeworld: Suen NOTE: The picture above of the Rachni is one of many types. Profile rules Post your profile in the discussion topic and wait for staff approval before posting as that character. Alternatively you can send your profile to a staffer by PM. Staff need another staffer's approval for characters. See the power list for rules about biotics and the like. The character limit is currently seven. Dead characters do not count toward your limit, the bounds are here to prevent character neglect. Name: An actual name, please. No usernames. Ideally one fitting with that species' name type. Species: Any sentient, non-extinct species from the Mass Effect universe is allowed, but you are encouraged to use one of those listed in the faction section above. No Thresher Maws. Age: Self explanatory. Just keep in mind that some races, like krogan and asari, live to be at least a thousand, while Salarians only live to be 40. Gender: Male, Female, Indeterminate. Faction: List is up there. Class: There are six classes to chose from for biotic, tech, and combat characters. Ambassadors and the like probably won't have implants, but if you want abilities you need to pick a class. Abilities: Rules on abilities are in the ability section. Weapons and armor: Self-explanatory. Keep in mind the weight limit. Skills: What your character is good at. Personality (optional): How your character acts. Appearance: What your character looks like. Ship specifications: Is your ship fast? Slow? Heavily armed? Say it here. Bio: Your character's history. How they got where they are, their childhood, etc. Blank profile: Name: Species: Gender: Faction: Class: Abilities: Weapons and armor: Skills: Personality (optional): Appearance: Ship specifications (if applicable): Bio: Locations Lord of Adders Black was gracious enough to make sure that we could use the Mass Effect Wiki. Thus, the Codex and all of its information is open to us. Refer to it for planet atmosphere, geography and the like. The Codex: http://masseffect.wikia.com/wiki/Codex Travel by Mass Effect relays is nearly instant, FTL travel inside a cluster takes about 12 hours to get from one side to the other. When using relays, please be gracious enough to say in OOC that you're going to another cluster. Arguably the most important cluster is the Serpentine Nebula, home of the Citadel and the Council. Even after the rebellion the Citadel is an important place, being as it is in the center of the relay network. There's a major nightclub, marketplace, and living spaces. Omega is the other major space station, on the far side of the galaxy. Unlike the Citadel, Omega is home to the more unsavory parts of galactic culture. Mercenaries, gangs, and all around crooks are headquartered on Omega. Presiding over all of this is Aria T'Loak, the Asari in charge of Omega's operations. Another major feature of this system is the Omega-3 Relay. Many ships have gone through the relay, none have returned. Class RulesAll classes may choose six abilities. For classes that draw abilities from two pools (Infiltrator, Sentinel, Vanguard) at least two of the six abilities must be of one type, with four of the other, or a three/three split; i.e. a Sentinel with Tech Armor, Snap Freeze, Flamer, Arc Grenade, Pull and Throw, or a Vanguard with Carnage, Adrenaline Rush, Fortification, Singularity, Warp Ammo and Shockwave.It should be noted that the only species that has a significant number of biotics are the asari, as all asari are born with them and training in them is part of their basic education. Among other species they are quite rare, being practically nonexistent among the quarians (and literally nonexistent among the synthetic geth). Keep this in mind when creating characters.Abilities Weight LimitsSoldier (Combat): 12Adept (Biotic): 6Engineer (Tech: 6Infiltrator (Tech/Combat): 8Sentinel (Biotic/Tech: 8Vanguard (Combat/Biotic): 8Weapon WeightsSMG: 1Heavy Pistol: 2Shotgun: 3Assault Rifle: 3Sniper Rifle: 4Tech AbilitiesCombat DroneCryo BlastDampingDecoyDefense DroneDefense MatrixElectric SlashEnergy DrainFlamerGeth TurretHoming GrenadeHunter ModeIncinerateOverloadSabotage - only able to hack VIs/mechs, plus the weapon overheat functionSentry TurretSnap FreezeSubmission NetSupply PylonTactical CloakTactical ScanTech ArmorBiotic AbilitiesAnnihilation FieldBarrierBiotic SlashBiotic SphereChargeDark ChannelLashNovaPhase DisruptorPullReaveShockwaveSingularitySlamSmashThrowWarpWarp AmmoCombat AbilitiesAdrenaline RushArmor-Piercing AmmoBallistic BladesBlade ArmorCarnageConcussive ShotCryo AmmoDisruptor AmmoFortificationIncendiary Ammo RULES: 1. All BZP rules apply. 2. Listen to the staff. 3. Your posts should go something like this, with IC for “in character” and OOC for “out of character”: IC: Garrus smashed a pod with the butt of his rifle, grimacing as the fluid hit his shields. “Scratch one!” OOC: The rest of the Normandy crew is welcome to join in. 4. Arguments/debates may go on for 5 posts in the main thread. After that, take it to PM or the discussion topic. 5. No godmodding. Dodging unavoidable attacks, ignoring injuries, etc. 6. This fits under godmodding: No metagaming. Knowing things your character didn't learn, magically crashing another player's party without a good IC reason. 7. Put “The Harbinger” in your profile to prove you read this. 8. Don't kill another player's character without permission from him/her. Make sure to write that you have permission in the post where you kill the character. 9. IN THE EVENT THAT DEATH SEEMS UNAVOIDABLE: Your character may be killed to avoid breaking rule 5. Only staff can do this. This isn't a punishment, just realism. If you have a good way to get out of it after your character is dead, please PM Toa Kaithas or another staffer. 10. Canon characters are not allowed without having permission from the GM first. 11. NPC autohitting is permitted as long as you play realistically. If you charge a group of krogan mercenaries with nothing but a machete and you're winning, that's breaking the rules. 12. No destroying relays without explicit staff permission. That is the ultimate case of NPC bashing, and they're nigh indestructible anyway. Trying isn't against the rules, but you'll be chased across the galaxy by literally every faction. 13. No bunnying. That means taking control of another person's character without permission. 14. Double posting... Nah. 15. Have fun! Punishments: 1. Warning. 2. Serious injury that can't be fully healed by Medigel, and requires the character's own body heal. 3. Character death, and no, Cerberus will not be saving you. 4. 1 week ban. 5. All characters die. 6. Permanent ban. Rewards: Level 1: Character limit raised by 1 or power limit raised for one character with a power to fill it, custom or normal. Level 2: A frigate level ship and/or a promotion if you're a member of a faction. Level 3: Staff position and a character invited to be on the Normandy. Current Staff Host: Toa Kaithas/Elvis Cohost: Bundalings Story and realism advisor: Basilisk All staff can approve characters. Well, rules are self explanatory. I'll post the first IC and my profiles tomorrow, as my internet is acting up. Good luck to everyone! My Profiles: Name: Erif'Spur vas Xil. Species: Quarian Age: 25 Gender: Male Faction: ISA. Most other quarians, however, will have nothing to do with him, nor he with them. Class: Vanguard Abilities: Singularity, Nova, Biotic Charge, Carnage, Armor-Piercing Ammo, Shockwave. Weapons and armor: Military quarian envirosuit, though it may be noted that he is more resistant to disease than most quarians, able to be outside of his suit for 5 minutes without getting sick. Instead of an omniblade his suit is equipped with an omnisword (essentially the same, but a sword instead of the normal omniblade's shape). Also carries a Scimitar shotgun, Tempest submachine gun, and a grenade launcher that holds 5 shots. Skills: Erif'Spur is one of the only biotic quarians around, and that gives him the advantage of surprise. He isn't as good at shooting as Shepard, but is still not easily beaten on the shooting range. Ship specifications: The Xil is a long-range fighter. Its added engines and supply areas do tend to make it not as agile as normal, but it can outrun most everything. Appearance: Erif wears a faded green (the color being faded to begin with, though the amount of use the suit has received doesn't help) envirosuit, his facemask is a soft shade of blue. Like most quarians, Erif is smaller and more slender than his human equivalent, standing at about 5'6”. Also like most quarians, Erif's face is physically attractive, at least by human standards, and his bright green eyes (while odd for a member of his species) are vibrant and full of life. Bio: Erif's parents were killed when the ship they lived on's Element Zero core overloaded. Erif only barely survived, his 2 year old body changed forever. The irradiation from the core enhanced his immune system and made him biotic. He was excluded because of this, only one of the admiral's daughter would have anything to do with him. Right before his Pilgrimage there was an incident with some active geth. He destroyed them, but his uncontrolled biotics ripped the ship apart. Exile followed swiftly.
  2. The known histories are scarce. Little has survived since the Long Winter, but some records still do exist, buried in the caves of the north. Millenia ago, the Great Spirit descended and formed the world. With it He formed man and the creatures, to populate and fill it. From that He taught us how to create fire, how to farm our land, and how to survive the elements. Then He left, ascending back to His realm to allow us to survive and flourish. Many did; peoples of untold number filled the land, thriving and learning. But then the Long Winter came. Pictures show a great light light in the sky, then, the darkness descended. The sun itself died, and from it, the first uktena was born. We were scattered as our very crops died and the world grew cold. For centuries snow and ice dominated the landscape, with monstrous creatures of the north migrating downward. The spirits became silent as the world froze, and all life seemed to be at an end. Then the Long Winter ended. Life returned, and with it, so did we. Centuries more would pass, but many would find their way to our land, the Great Expanse. Now we farm, we hunt, and the spirits have returned. Once more we may commune with them, and with them, we can repair this once desolate land. We can become unto the ancients themselves. Brief account of the histories Shaman Tseg'yin, Green Hand tribe SPIRITS AND MEN Created by Alex Humva Hosted by Alex Humva and Basilisk Laws of the Land All BZPower rules are to be followed.Common sense is important in this game, please use it.Do not prolong battles longer than they need to be. Continually dragging battles out and refusing to declare a victor will result in the GM coming in to decide.Player killing is not banned, but player abuse is. This is a game, keep personal vendettas out of it.Metagaming is severely frowned upon. If a player cannot back up why their tribe just so happened to know that the enemy was coming, but said player knew because of OOC chatting, it won't be pretty for that player.Use IC when discussing things in game and OOC for discussing things out of game.Use the discussion topic when delving into large arguments or large questions. Use OOC to get general quick information and the like. As a rule of thumb if your OOC response exceeds a paragraph or is entirely OOC without anything immediately important to the game, it should go in the discussion topic.Common sense. Use it.Have fun ya'll. Removal of Power The GMs are capable of using any of these punishments to fit any crime, though any punishments denoted with an asterisk require a two thirds GM majority to take effect. A warning.A natural disaster that effects your tribe.A plague that effects your tribe.Secrets of your tribe leaked to other tribes.The genocide of your tribe.*Temporary banning from the game.*Full banning from the game.* The Known World The world that this RPG takes place in is an alternate one to our own (there's spirits and werewolves, what did you expect), and as such there's just a slight bit of geographical variance. The chunk of it that players are romping around in is about 40,000 square miles in size (actually it's closer to 50,000, but schematics). This handy dandy map lets you see the geography, though it is more of a broad thing and thus smaller geographical details will simply need to be figured out as time goes on. This map is a draft. The features of it will remain the same, but the finalized version will be far prettier looking. Mechanically though, there will be no difference, and this map is entirely functional. When submitting your tribe, please tell me where you want to be on the map and a color with which I can mark your presence. You can either open it up in an image editing program and give me exact coordinates, or just say "hey I'd like to be in the docile plains, near that big eastern lake" and I'll do my best. The Normal Map The Tribal Map The Duties of Chiefdom In Spirits and Men, players control entire tribes. After going through the tribe creation process, you are promptly dumped into an area about the size of the state of Kansas, with the ability to mark on the map where your tribe has settled down. Now, the task of controlling a whole tribe may seem daunting, but truly it isn't that much of a task. There are no number charts to sort through or complicated rules to follow; simply spell within common sense and you'll do fine. Keep in mind the technology level; we're roughly around pre-European contact North American civilization levels. There is no metallurgy to speak of, stone is still the preferred material for weaponry/tools, and medicinal technology isn't the greatest. Written word is, however, an option if you so choose it for your tribe. Managing your tribe rests in three areas; diplomacy, warfare, and spirituality. Diplomacy is your interactions with other tribes, as well as managing your own tribe. Things like negotiating a trade of horses or building new huts for your people fall under this category. It is for the most part run by common sense; unlike other RPGs of its kind, Spirits and Men has no IP system to speak of. Rather, things are done on the fly by whatever GM is present to work it out. Let's use the hut building project for example; your chief orders a new medicine hut to be built. You would then say “I sent # men to collect materials,” the GM would take five minutes to get a ballpark estimate of the effort required, and give you an ETA on when that'll be done. For more complex projects like, say, damming a large river, proportionally more time and thought is put into it. This system is very effectively summed up as common sense with a bit of GM research thrown in. Inter-tribal diplomacy follows a similar system. So long as you're specific on what you're trading, things will work out beautifully. If you aren't then things are going get messy really, really, quickly, so try to be specific and everyone leaves happy. The Art of War Warfare! Its bound to happen at some point, so it stands to reason that some regulation needs to be laid out. First, a quick briefing of warfare of the time. Wars like we think of them today didn't really happen in stone-age civilizations. Rather, raiding was the preferred method of combat. The idea of subjugating another civilization was far from a foreign one, but generally speaking there simply wasn't enough resources for that. Raids ultimately were far more profitable than, say, empire building. Keep this in mind when planning your over-arcing strategy; it might sound like fun to go conquer the entire map, but how practical that will be is... debatable. Now, onto actually waging warfare. For that you'll need warriors; warriors follow a sort of experience system that indicates how effective they'll be in combat. For the most part your warriors will be hunters, as that's where they're most useful to society while still practicing their craft. In a tribal system, you can't afford for a bunch of strong peeps to be hacking at straw dummies all day long. Because of this, you'll have a surprising amount of population to warrior ratio, simply by the virtue that you need a lot of hunters. This does not mean, however, that you can rock everyone with a bunch of warriors. Hunting elk and fistfighting bears is slightly different from hunting the most dangerous prey of all, which is where the experience system comes in. Experience is based off of two things; age, and the number of battles/raids/skirmishes/whathaveyou participated in. These two things are kept with your warriors; feel free to use whatever formatting system you're the most comfortable with. How does this effect things in-game? We have no things like health points or damage points, so this simply serves as a convenient way of demonstrating seniority and helping to judge a battle's outcome. In all likelihood a middle aged man at his prime with ten battles under his belt will be able to beat a freshly recruited boy easily. When things are more balanced, the standard logic of RTSRPG style games comes in; poke each other until the GM gets fed up and declares a winner. Reaching a resolution without GM interference is generally preferred though. Logistics is something of a non-factor. Your warriors will undoubtedly be trained hunters; in small raiding groups, they can easily fend for themselves in the wild. The only cases logistics come up is during the winter months and in the more barren areas of the map. This will be handled on a case to case basis, with a GM ruling on what sort of debuffs will be present. The Concepts of Spirituality Arguably the most complex and confusing part of this RPG, so strap yourselves in. In the world of Spirits and Men, shamanism is a big thing. We don't call it magic because, erm, too middle-age. It's tribal shamanism. A shaman is a person who is capable of communing with spiritual beings and in some instances drawing mystical power from these spirits. A shaman can be born with this ability, or sometimes be taught to become more receptive to the other half of our world. For most civilizations, their shaman is just as important as their warrior, if not moreso. A shaman can invoke spiritual power to perform great feats, from healing the sick to summoning rain. The spirits themselves are odd creatures. Nearly everything in the world has some sort of spirit to represent itself; in a way, the spirits serve as a distorted mirror of our half of the world. Most spirits are sapient creatures, though the untrained shaman may take their simplistic nature as a lack of intelligence. Spirits are creatures of simplistic wants and simplistic needs. Take for instance, a wind spirit. For it there is no greater achievement in its eternal life than to float on currents of air forever. To the unknowing shaman, a wind spirit could appear to be totally inanimate; to the experienced shaman, it is simply a matter of finding a way to hold that spirit in one spot long enough to have a meaningful discussion. But how can the spirits influence our half of the world? Well, spirits themselves do very little to alter the physical world, though they are quite capable of exhibiting their influence on our mortal plane. Usually though, their power is channeled through that of a shaman. A shaman can, after creating a bond with a spirit, take that spiritual influence and use it to manipulate certain aspects of this world. In practically all cases, shamans are simply manipulating forces of nature in their mystical works. Summoning rain, for instance, is simply manipulating the environment to produce it. No new energy is created, no new matter formed, simply an adjustment of the natural weather patterns. The long term consequences of this though can be potentially disastrous, creating a situation where active shamanistic interference is in fact required to prevent catastrophe. Other examples include healing the sick, the shaman's power simply bolstering and reinforcing the subject's natural immune system, or summoning the dead, which creates a pathway from the nether realms to the physical world so as to converse with said dead. But what is the extent of shamanistic power? Well, spirits are composed of mana, and from that weird spiritual force, they can give their powers to shamans. Spirits and the things shamans can do them are based on a ranking system, demonstrated here: Minute spirit: The insects of the spirit realm, their influence is small and irrelevant. While as common as the insects of our own world, a shaman's own spiritual influence far surpasses these.Wild spirit: Spirits that often manifest themselves as animals in our world. Their influence is on par with a human's spirit, though is used for different applications.Average spirit: Where many spirits set on the spiritual ladder. Patron spirits are always of this influence, and most spirits a shaman will come across are in this area. Perhaps the most diverse of all the spiritual steps.Regional spirit: A spirit commanding great influence and knowledge; these spirits are rare, but it is not unheard of for a shaman to find at least one in their lifetimes.Legendary spirit: Truly massive spirits, these spirits are speculated to of been the first created at the start of the world. To meet one is a great honor, and a great risk.Great spirit: Not a class of spirits, but a spirit. The very first, and the very greatest. It has not manifested itself since the creation of man, and its current were-abouts are unknown. From this you see the outline of how spirits work. Minute spirits are too weak to be of any practical topic and wild spirits serve a function described further down. Thus we have average, regional, and legendary spirits to work with here. Spells shamans do are subsequently classified as average, regional, and legendary spells. An average spell can be done with all three, a regional spell, with the latter two, and a legendary spell, only with a legendary spirit. From this you can begin to see how these things work. Spirits have sort of spell "slots," allowing for multiple spells to be cast from the same spirit. Think of them as spiritual batteries, charging your spells. Average spirits have five average spell slots. regional spirits have three regional spell slots and ten average spell slots. A legendary spirit has one legendary spell slot, six regional spell slots, and twenty average spell slots. Understand so far? Good. For a bit more complexity, an spell can count as two or more of its class but not advance to the next. Example, you can have a spell that costs two average spells. This is denoted by a "times n" by the spell's description. Spell slots charge one at a time, per classification. Average spells slots refresh per day; regional spell slots refresh monthly. Legendary spell slots refresh yearly. This is done with in-game time, which we'll discuss later. Now, you might be wondering what your shamans can actually do. This is where a system of discovery to replace a nonexistent technology tree comes into play. While the RPG will start off with knowledge of how to do some shamanistic rituals and spells (think healing the sick, communing with the dead, fun stuff like that), your shamans are capable of far more. How do they do this, though? Well, there are a number of ways. One is to hold an inter-tribal shaman meeting and discuss ideas. Another is to go into the wilderness, meditate, and hope something comes to you. Arguably the most successful way is to actually commune with the spirits themselves. Your shaman goes out in search of a particular spirit, and talks to said spirit. Depending on how the conversation goes, you might get useful knowledge, you might not. If you get something that you think you can use though, go out, try it. You might discover some powerful spell that you can do. At this point it's important to pull out the holy trinity of spirits. You see, not all spirits are made the same; due to this, there are three distinct classes of spirits, capable of doing different sorts of shamanistic goodness. These are patron, wild, and nature spirits. Patron spirits are your go to jack of all trades spirits. Your patron spirit is the spirit of your tribe, and all patron spirits start out as average spirits on the power level. It is possible to move your patron spirit up the spiritual ladder, though the specifics of how need to be discovered. So if patron spirits are so generic, what's their importance? The fact that they're generic. You see, nature spirits are the spirits that you find roaming the land, protecting their trees and sleeping in mountains. They are also defined by what they are. If your shaman bonds to a nature spirit, he or she is restricted to what that spirit has known. For example, if you bond to a... mountain spirit. That mountain spirit will have an innate understanding of earth, of being strong and unmoving. You could perhaps use that to imbue your warriors with increased hardiness. You cannot use that spirit to make it rain. It is a mountain spirit. It might get a good look at the sky all the time, but it knows no more about making it rain than a river spirit does about making trees spontaneously combust. What is the point of this? Patron spirits can do any spell, so long as its in their influence bracket. A mountain spirit may be more powerful, but a patron spirit can both imbue your soldiers with hardiness and make it rain. This genericness is important because constantly swapping between spirits is generally a bad idea, as it often requires several days of meditation and rituals before it actually happens. Finally we have wild spirits. Wild spirits can't actually be harnessed to do shamanism, but they have two defining abilities; they can be seen by normals, and they can make pacts with humans. Wild spirits usually manifest in animals, and upon creating a pact with a human, the human and wild spirits merge into a sort of duality. This grants the wild spirit's abilities or characteristics to the human; in some cases, it even allows for full transformations. Thanks to this, you can get some very strange effects and abilities, depending on what you do exactly. However, once a pact is made, it is permanent. It cannot be removed and no others can be made until death. Pacts made after death are another story. Do you feel lost? Totally confused? Look at this infographic. It's a much more concise version of all of this nonsense, and the visual representation should help you out with the more confusingly worded bits. Spells This is the spot where some examples of how your shamans can exhibit their influence in the spiritual world. As well, it will serve as the spot where people's spiritual discoveries are cataloged for convenience. You can and probably should use this format as well when submitting profiles. Note that some spells require continual spiritual input and thus will not let your spirit recharge its mana like normal. This only applies if it specifically is said. Communion With the Dead: All shamans can talk with the dead via having some sort of physical link to their soul; crushed bone from the subject is the preferred summoning method. This does not rest on the ranking ladder and thus has no cost. This is available to all shamans, regardless if it is chosen or not. If a spell costs more than one spell slot, it will be noted. Preliminary Healing: The basic tier of shaman healing. This requires the shaman's constant presence with the patient, and acts to reinforce the subject's immune system. Because of this it cannot directly heal wounds, but can stop infection and thus help the healing process. This is an average spell and falls under earthen spirits. Spirit Lure: This spell serves as a way to attract specific spirits out of their patrolled areas and towards your shaman. The specific spirit that will come depends on what materials you use. This is an average spell and has no spiritual category. Animal Lure: This spell serves as a way to attract specific animals out of their habitats and towards your shaman. The specific animal that will come depends on what materials you use. This is an average spell and falls under earthen spirits. Far Sight: By bending light and air, your shaman is given the ability to see a hundred times better and farther than any other mortal. This is an average spell and falls under air spirits. Raise Skeleton: Via some darker forces, your shaman can raise a skeleton. It must be properly decayed to the bone and flesh will only impede it's movements. It has little sentience and thus will only follow the orders of its masters with little intelligence. This is an average spell and falls under graveyard spirits. Earth Mover: The first tier of this spell, your shaman can create earthquakes ranging from a 3 to a 5 on the Richter scale. A 3 costs one spell slot, a 4, two, and a 5, four. This is an average spell and falls under earth spirits. Far Voice: A shaman can harness the power of his patron spirit to make his voice carry, sounding no louder than usual but capable of carrying for hundreds of kilometers. This is an average spell and falls under air spirits. Steadfast: This spell reinforces the faith and vigor of a group of people, driving out all fear and doubt from their minds. This spell costs one average spell slot per person and falls under earth spirits. Land Sculptor: This spell lets a shaman will the very earth itself into shape, molding soil and stone to fit his whims. This costs five slots, is an average spell, and falls under earth spirits. Blood Rage: Using a ritual of choice and the blood of a fallen foe, his blood becomes a powerful drink for your warriors, granting your warrior the combined strength of his foe and himself. This also has the side effect of turning your warrior into a beserker. This costs two spell slots, is an average spell, works for one warrior per sacrifice, and falls under fire as well as graveyard spirits. Exorcist: Using the power of the spirits to (ironically) cast out spirits, this spell allows your shaman to banish a person's soul from their dead body back to the afterlife. This is an average spell and falls under graveyard spirits. Flight: Whipping up the winds of the south around the shaman, this spell grants a limited form of flight and can be used to soar through the air with limited distance. This is an average spell and falls under air spirits. Bestial Curse (Land): With dark forces, your shaman can turn an opponent into a hideous half-human half-beast abomination, so long as it dwells on land. This spell takes two days to take effect, two days that it remains, and two days that it wears off, making for six days total. This spell's recharge only begins AFTER the six days are over. This costs four spell slots, is an average spell, and falls under earthen spirits. The Creatures of Myth Now, if spirits and shamans weren't enough for you, guess what! You get supernatural beasties to deal with. Now, some of you will instantly know these guys from Cherokee mythology; while I've done the best I can with a number of sources to ensure some measure of accuracy, artistic license ultimately wins whenever I make some mistake in the nature of these creatures. Said nature of these creatures is detailed below; the creatures that will appear are not limited to this list, but if an odd one does pop up, it'll get a spot here edited in. Nunnehi: A sapient race of wandering nomads, these humanoid creatures stand at an average of seven feet in height and are know for their immense strength. They have a fondness for humans, though are invisible to the naked eye unless they chose to reveal themselves. Tlanuwa: These giant birds are the size of a full grown man and live in the mountainous regions of the north. Their feathers are impenetrable and cover the entirity of their body, making killing one quite the feat. At the same time, their feathers are as light as any other feathers of a bird. Uktena: Serpents with legs, these creatures have foul tempers and are similar in nature to that of Chinese dragons. While accounts vary, the Uktena are generally very malicious creatures, though many still possess a human level intellect. Reasoning with one rarely works, and in battle their tough scales make killing them difficult. It is well worth it though, as their scales make superb armor and can be ground into a cure for any disease. The Flow of Time Time here exists in a sort of spurty way. There is no formal progression of time, though if there's no interaction going on a 1:1 ratio of time progression is assumed. There is, however, date keeping and time skipping. Every so often, preferably weekly but sometimes more often and sometimes not as often, a time skip will take place, using seasons as their unit of choice. Usually this'll take place when there's a slump in interaction, or the game simply needs to progress. The GM doing so will take the situation into account, see who all is still interacting with each other, and from there make a decision on how big of a time skip will follow. This may be democratized in some cases. The current season and year is always kept recorded by one of the GMs. Tribal Perks In an effort to make tribes feel more customized and unique, this RPG has a system of perks. You chose one perk when you make your profile, which drastically changes how you play the game. Its a one time only thing, so make sure you choose wisely. Universal Shamanism: Your entire tribe possesses the gift of a shaman. They can all enact their own spiritual feats, but at the cost that they can only tap into a single spirit rather than having individual bonds. Spiritual Communion: Your tribe has a far greater understanding of the overarching spiritual world. Spirits speak easier to your shamans and your people are more in tune with the oddities of the universe, giving them sight of things not seen by others. Necromantic Shamans: Your shamans are empowered by the cycle of reincarnation; with each generation, a new shaman takes the place of the old, embued with the experiences and knowledge of all the tribe's shamans before him. Fearless Minions: Via thorough training and a tribal lineage of the spirits themselves, your warriors know no fear. They will never route nor waver in battle, meeting their deaths with the intelligence of men and the viciousness of predators. Unclean Ground: Your entire tribe is cleansed of the spirits; no spirit will go near it, and no shaman can effect it. Your warriors are protected from the influence of enemy shamans, but have no shamans of their own. Influential Diplomats: Via powers stemming from your patron spirit, your diplomats are incapable of being deceived or led falsely. Animal Pact: In times long ago, your tribe made a pact with the spirits of the wild. With this their very spirits are merged with that of an animal, granting the ability to transform at will into the creature. Innovative Tribesmen: Your tribe is constantly looking forward and trying to come up with new things. While not everything may work the way it was supposed to, progress is still being made, allowing for further innovations of existing ideas. NewGame+ Here's something you don't see often; in this game, you, as the player, can be utterly destroyed. Wiped from the map and your remains spat on. Really adds some tension doesn't it? However, because we GMs aren't completely cruel, you have the NewGame+ feature. In game, your patron spirit flees after the destruction of your tribe and finds its way to another tribe, merging with its spirit and transferring some spiritual knowledge. This means two thirds of your discoveries are transferred to the new tribe, meaning you don't have to play a total catchup game with everyone else in the RPG if you get the business end of a sword. Or tomahawk. Whichever one really. Other than that, you start out with the same stuff as a normal new player. Profile Tribe Name: [Really, you can go wild on this. Tribe Blue Mountain? Tribe Xhognsuea? Use your creativity.] Tribal Population: [This is a spot for the GMs. Everyone starts at hundred and twenty villagers and it'll hover between one hundred and one hundred fifty.] Tribal Characteristics: [Anything that really defines these guys? This can be skills, common birthmarks, a societal norm, something that makes your people more unique in this world.] Tribal Society: [No need for anything complex, but if you feel like writing an essay please do so. Are your people led by a chief? Is it communistic? Do they abhor violence? Worship the spirits? Just use this to give us a good baseline of what to expect about your people.] Starting Spells: [Ok, so, this is arguably the hardest part. Your shamans can do spiritual spells and be all shaman-y and cool. This is where you put your three starting spells. These all will of course be average level. Pick three reasonable ones and I'll help you tone it down or buff it up if need be.] Tribal Perk: [Feel free to pick from the list, or suggest your own to me over PM.] Tribal History: [use this to mention any important events in your tribe's past. Keep in mind all of our tribes are relatively recent; the most your tribe can go back to is three centuries.] [Note: Please PM me your profile initially for approval, but then post your profile in the Discussion topic afterwards.]
  3. Star Wars: Odysseys Staffed by: Basilisk, Kothra (Kottsu), Advent“For agony and spoilOf nations beat to dust,For poisoned air and tortured soilAnd cold, commanded lust,And every secret woeThe shuddering waters saw—Willed and fulfilled by high and low—Let them relearn the Law.”-Rudyard Kipling, Justice (Oct. 24, 1918).“The first duty of a revolutionist is to get away with it. The second duty is to eat breakfast. I ain't going.”-Abbie HoffmanThe galaxy is a big place and it certainly isn’t getting smaller. The year is 42 BBY (Before the Battle of Yavin, an OOC method of judging dates in the SW universe), and the galaxy seems ready to fall apart at the seams. The Galactic Republic is deadlocked, corrupt and inefficient, their military, under-armed and thinly spread. This state of affairs has allowed a host of undesirables to flourish in the Outer Rim: criminals, pirates, smugglers and petty warlords hold sway there, and there seems little the Republic can do about it. Wars between planetary militaries often wage incessantly until the Republic’s famed “peace keepers” arrive to settle the matter. The Jedi Order, however, is still strong, and ruled by a decisive Council - while the Republic declines, the Jedi maintain their strength and vigilance.But they are only one organization. They cannot be everywhere and in the shadows, on planets that have not seen a Jedi for centuries, business in the underworld goes on unmolested. The Jedi Order is not the only force in the galaxy; criminal syndicates, planetary militaries and other forces vie with each other for control. This is the end of an era. The Republic is collapsing under the weight of its own corruption and the fires of war dance in many sectors. It is not, however, the end of the galaxy - business is business after all. There are still profits to be made and there still those who seek to make them, be they bounty hunters, salesmen or soldiers. The fate of the galaxy hangs on the edge of knife, but there are those who openly mock fate every day, who taunt death and thumb their noses at the Force itself, and for them, life goes on.It follows, in a scenario like this, that the future is not set in stone: the Battle of Yavin might never happen, the shadowy threat waiting to strike at the very heart of the Republic might never appear, or it might trip and fall onto seventy-six blaster bolts. No outcome is guaranteed. One thing is certain however, the galaxy is in for interesting times.GameplayAs you might have guessed from the introduction, this RPG takes place in the Star Wars galaxy. The entire galaxy is open to your characters. They can explore it, try to burn it down or simply try to live their lives. It’s completely up to you. The galaxy in this RPG is very organic and it will respond to major player actions, if you off a pirate lord on Hoth then you’ll have a few of his friends chasing after you for example.There is no true main conflict in this RPG. It is made of many conflicts. Some wars are minor, and will never trouble more than a few rimward systems. Others will, if those pulling the strings are allowed to proceed as they wish, spread from one end of the galaxy to the other, bringing bloodshed and horror to every race, every planet, every home. You don’t need to concern yourselves with these conflicts, you can make your own well enough, but know that war, like many other things, is subject to inertia - the Colicoids, for all their violent tendencies, will not go to war just because some roguishly handsome smuggler landed on their planet and said a few rousing words. They'll just eat the fool, but the distinct absence of war-due-to-a-stranger's-speech is a common thing in the galaxy. Conflicts will flare up, the Huk War is just around the corner when we start this thing off, but you don't have to enter into it. It'll play out regardless. But if you involve yourself...well, the outcome can change. Canon conflicts will be explored in deeper detail in this RPG, and if things go differently, the staff will introduce new conflicts born out of these events. Peace is fleeting after all.Overall, your character is being given the amount of freedom people have in real life. They’ll need a job or a good source of funds to survive and if they’re clever and quick they can really go places. But not everyone makes it in real life and not everyone will make it here.There is no real limit to the types of character you can create, save for one. You can’t start out rich enough to build a gold-plated tower. All that power is worth nothing because you didn’t earn it, you started out with it, and what's more, those reading the RPG don't get to see all the wacky adventures you had in obtaining the wealth. That’s not fair to other players who started out with nothing and worked their way up. So anyone who tries submitting a character who’s the leader of the Techno Union is going to have that character rejected. They’ll also have to endure a lecture from yours truly, along with anyone else who wishes to chime in.Each character is also assigned an income level, low and medium, high and very high. This is to give you a general idea of what you can buy. Low income means you’ll just have the basics…if that. Medium means you might be able to avoid a ship if you scrapped and saved and were very stingy. It’s middle-class basically. High means you can afford a very nice ship, a nice villa and such as. Very high is what Donald Trump would make, and is only the result of hard work on your part. You will not start out with a very high income. Some characters, such as bounty hunters, live job to job. So in this case every job you take will be assigned an income. Be warned, if your character gets ten high paying jobs in a row without a break between them then I will crack down on it. You won’t get the best jobs all the time. It’s a fact of life. Income is used to determine what your character can afford for the most part. I don't want people buying dreadnoughts right off the bat.Your characters can, of course, own ships in this RPG - we aren't trying to leave you stranded on Hoth. The RPG does use a time system for traveling via ship. It takes two IC weeks to get from the Outer Rim to the Core with a class one hyperdive. For every number higher than one, add in six days to the travel time. MeUsing this core-to-rim as measurement system, if it’s half the distance then it’s half the time. So if you are traveling half the distance to the core, it’ll take one week at class one. If it’s a quarter of the distance then it’s a quarter of the time and so on and so forth. This time can be covered by a time skip. Type up a paragraph or a summary of what you did during the journey (be sure to manage your food supply wisely!) and then add the time to the day. If the RP was on day one when you left, and it takes two weeks to get there, you'll be on day fifteen. There will be time-skips on occasion so that we can keep things moving.Combat works in a fairly simple manner, if it is PC versus PC, you will post until one of you outwits the other and forces them to flee or slays them. If, by virtue of being intelligent and a good planner, someone manages to force your character into a situation where they will die…I suggest surrendering. Your characters will likely die otherwise. It sucks, but it happens. Be careful and quick when dealing with untrustworthy folks and don’t let your guard down. I won’t be sympathetic if you blunder into a known crime lord’s lair, insult him and then complain when your character is fed to the Rancor. I really will not. NPC vs PC combat is much the same. Provided it’s not an official NPC, you’ll be in control of the battle. But you will do both sides justice or I will step in and make sure your enemies behave in a competent and intelligent fashion. That said, some people are quite stupid. Provided this is stated beforehand and provided they haven’t hired on someone competent, you needn’t worry about doing them justice. But be aware that stupid beings rarely get into positions of power and those that do normally have competent security.Keep in mind that this is a story, this isn’t a game to be won. People playing to win will find that they will be viewed…less then favorably. Tell a good story, that’s worth more than trying to “win” something that cannot be won.Most aspects of the canon are included, Palpatine is still plotting away, the Trade Federation still exists…but I will be changing some aspects of the canon as we encounter them. Sometimes SW canon is contradictory or would drag down the RPG and I reserve the right to change if it becomes necessary. This is just a general rundown of gameplay, more specific information on the powers and state of the galaxy is included under the “Powers of the Galaxy” heading belowPowers of the GalaxyThis is a primer on the major forces in the galaxy. Don’t consider it a to be-all end-all faction list. Such an undertaking would take months to complete. These are the major players, if you want to join a faction that’s not listed here but existed at this time, go right ahead. This intended to give you a general idea about the state of the galaxy.The Galactic RepublicThe Republic has stood for countless years and has stood through countless storms. It has stood through many Sith Wars, many civil wars and various other challenges and emerged victorious. Many thought this golden era would never end. That the Republic would remain a light of democracy and freedom for many years to come, that the Senate would remain dedicated to its cause and that the supreme chancellors would continue to rule with wisdom. This was not to be, the Republic has gradually slid further and further into corruption. The Senate is now a hopeless battlefield and any remnant of bipartisanship and cooperation has vanished. Differing political interests clash with increasing ferocity and hatred and all the while people die in wars, people are enslaved and many other atrocities are carried and due to the ongoing deadlock, the Republic can do nothing. Its institutions have decayed and their sense of purpose is being lost.The Republic is massive and covers much of the galaxy, this made it difficult to administer in the best of times and the current chaos has not been kind to it. It is inefficient and slow and its military is slowly but surely aging and is quite small and overworked. Supreme Chancellor Kalpana is widely viewed as incompetent and ineffective. These problems are formidable but there is hope that the Republic will experience a resurgence. This is not the worst time the Republic has lived through and surely it will be able to withstand this challenge as it has withstood so many others. It is still large, there are still powerful economic forces that could be harnessed by it. All of its old resources are there but to utilize them one would first have to navigate the byzantine corridors of a corrupt and scheming senate.The Jedi OrderThe Jedi Order remains powerful, a beacon of order in these chaotic times. It has remained as stable and strong as the foundations of its temple. They seek to confront and destroy the chaos slowly consuming the galaxy in any way they can. Not only are they formidable warriors, but they maintain a powerful armed force (some would say private army) known as the Temple Security Force. The Temple Security Force consists of both nonforce sensitive’s and would-be Jedi that didn’t quite make the grade. They were originally used for simple security, but they have been deployed into battle with the Jedi with increasing frequency.But this order has come at a price. The Jedi Order is ruled by a theocratic council whose rule is law, and while they might accept differing opinions, they decide how the Order runs and it is they who decide what happens to dissenters. If they wish to execute or exile a Jedi, then that is what will happen. There are no checks on their power. Understandably, many people are reluctant to join the Order because of this Council, so since its formation the Order has recruited/conscripted children, sometimes with the consent of the parents and sometimes without it. They believe they are doing the children a favor, that if they do not act then the children will destroy themselves with their force powers. Perhaps they are right, more then one Force Adept as gone insane.The Jedi Order works closely with the Republic it often deploys its forces to enforce the will of the Senate and to maintain order and peace in the galaxy. Of course, one beings peace is another beings oppression…The Sith OrderThe Sith Order no longer exists in the traditional sense. It consists of small enclaves and master-apprentice pairs scattered throughout the galaxy. The Sith Order was once powerful enough to challenge the Jedi on the field of battle but that is no longer the case. They are remnant of their former glory and can no longer be said to be a truly united organization. If any Sith are even aware of the others they tend to keep silent about it. The Sith Order know takes many forms, a fellow who stumbled upon a holocron, an old master teaching his students in a deserted monastery, a shadowy plotter seeking the power he needs to rebuild his order…they are all of these and more.Many consider the Sith to be evil, servants of a malevolent Dark Side. This is not the case, the Sith merely view the Force differently than the Jedi and use it differently. The reason for the continuous war between the two Orders has more in common with a cycle of revenge than anything else. The Sith philosophy is different from the Jedi’s in many respects, but the most important difference is an emphasis on freedom. The Sith do not believe they should restrict themselves to a life of kowtowing to a Council or the word of another. They seek their own way, this is not a philosophy without its flaws however, it attracts its fair share of psychotics and criminals who have killed many thousands of innocents and lit the galaxy afire with war many times in the past.This is part of the reason the Sith are viewed in such a negative way, the other is the fact that few of their records survive in public databanks or outside the libraries of the remaining Sith. This means the Jedi Order, their dedicated enemy, has had centuries to preach their view of things while the Sith are in no position to contradict them. What’s worse, the remnants of the Sith are slowly but surely being hunted down by a force far more terrible then the Jedi. What’s left of them is vanishing at a startling rate. This, added with the fact the Jedi remain ever-vigilant for any sign of Sith activity, bodes ill for the future of the Sith Order.CorporationsThis group includes everything from the Trade Federation, the Commerce Guild to a humble junk shop on Tatooine. Some are the masters of the galactic economy; juggernauts of commercial power wield immense influence in the galaxy. Their credits flow into the pockets of employee’s on thousands upon thousands of different worlds. Some are merely confined to one world and must scrap and save to get by and make ends meet. This is not a united group, corporations compete with each other fiercely for profits and resources and their weapons in this conflict are many.Many pan-galactic corporations have their own representatives in the senate…many of whom are promptly bogged down and unable to do anything of worth because of the sluggish and corrupt nature of the place. Current senate policies on corporate power are contradictory at best and have given many a lawyer reason to spend a week crying into a drink at a popular pub. Transitioning from an efficient corporate atmosphere to the byzantine maze of galactic politics’ is not something most corporations manage with anything resembling ease. At times they use money to lubricate the wheels of power to push through a bill even knowing that the next time the corruption will be worse, the bribes bigger and the cost higher in the long run. They simply do not see many options.Some corporations take advantage of this however, using the chaos and constant debates to crush their rivals and lure senators into their pockets. Some ambitious vice presidents have even use the senate to land their leader a prison senate so they can secure the top position for themselves. Many corporations are also taking advantage of the chaos…war means profit after all.OtherThis is not a true power but I have included it as a catch-all for planetary militaries, security organizations, mercenaries, bounty-hunters, force adepts and other organizations that simply do not fit into the above categories. Here be pirates, slime, good hearted rouges, dedicated militia soldiers and more. Groups in this category probably don’t wield much power in galactic politics, but there may be exceptions.Example PlanetsThese planets are a few examples of what can be found in the galaxy. This is not an exhaustive list and only details a few planets out of hundreds. All of these worlds are open for exploration, these is merely intended to give you a few ideas without having to do background research.Coruscant: The beating heart of the galaxy. This planet is the center of the galactic economy, politics’ and so much more. It may not be the center of the galaxy in the physical sense, but it might as well be. This city-planet is one giant sprawling urban landscape. Skyscrapers stretch far into the sky, built upon the foundations or outright on top of older buildings. Here lays the offices of the Supreme Chancellor, the Galactic Senate and many other offices of the Republic. The Jedi also make their home here, in the massive Jedi Temple. Beneath the glitz and glamour of the upper city however, the criminals of the under city hold sway, law enforcement units and Jedi rarely venture into the under city without good reason. Attempts to crush this criminal underworld have taken place, but they have met with mixed success to say the least. It is located in core.Korriban: This world bears the scars of millennia of warfare and deadly research. Its landscape consists mostly of dry deserts, canyons and large mountain ranges. It’s an arid world any sea’s that exist in these world are underground with only scattered oasis breaking up the dry landscape. The mountains harbor marginally more life then the rest of the planet, but since that life mostly consists of rouge Sith Spawn and various dangerous creatures the mountains are just as dangerous, if not more so, then the rest of the planet. Tough Sithspawn both sentient and nonsentient scratch out a living in the wastes and in the ruined cities of many Sith Empires, the creatures native to this planet, the original Sith, are believed to be extinct. This planet is exceptionally dangerous and the only reason anyone lands there is to scavenge for valuable Sith artifacts. Most of these scavengers are killed. The rest are driven off. It is located in the Outer rim.Tatooine: A desert planet and something of a hub for criminal activities, there is evidence Tatooine was once much more hospitable but these days it is the proverbial hive of scum and villainy. The settlements on this planet are normally under the control of various crime lords or warlords and their positions are constantly in flux as upstarts overthrow some and are overthrown in turn. The wild life on Tatooine is somewhat mild compared to the wild life of Korriban, with the exception of the Krayt dragon. It is located in the Outer Rim.Neimoidia: The home world of the Neimoidian species and located in the Colonies this is a planet of jungles, fungus farms and fields. The climate can be somewhat oppressive and humid. It is a very wealthy planet and it’s cities are amongst the greatest in the galaxy in the terms of design and credit value. It’s wildlife is mostly insectoid, with the large harvester beetles being an excellent source of profits for the planet’s Neimoidian inhabitants.Kalee: The history of Kalee (located in the Outer Rim) is a tragedy. It’s native people are a brave race of warriors known as the Kaleesh have been oppressed by the brutal Huk colonization forces for many years. The planet itself is home to a variety of terrains, with tropical forests being the most common. Deserts, temperate regions and artic icecaps also call this planet home. Before the arrival of the Huk colonization force, the Kalee had some colonies scattered amongst the stars near it. Now these colonies are held in bondage like their mother planet. But change is in the air, the Kaleesh are proud and canny warriors. The time to strike back is fast arriving…Rules1. All BZP rules apply. No hate speech, no flaming, no spamming and all that good stuff.2. We’re using the IC and OOC system. Use IC for things your character says and does, use OOC for what you say. It’s quite simple really.3. No controlling other people’s characters without permission. Use common sense here.4. Be polite. At least within the confines of this topic. If you want to have it out with someone via PM, by all means do so. Just don’t drag this topic into it.5. Keep this PG-13. Lovingly crafted posts describing a man being disemboweled accomplish nothing but making the rest of us a bit uneasy. Combat is dirty and bloody, but extended torture scenes and other such things are best left implied.6. No g-modding. Your character is not invincible. If your merchant is trying to fight someone’s bounty hunter, chances are he’s going to lose. I will not be lenient with this. This also applies to meta gaming. You might know what poisons can kill a Hutt, but your character doesn’t unless he’s spent a very long time and risked his neck quite a lot to ferret out that information.7. PM me or my trusted assistant Kothra with my profiles. Once we approve them, post them in the topic. After this, you can start posting the RPG.8. I should stress this, YOUR CHARACTERS CAN DIE. If they do something stupid, your characters will likely die. You try charging that police barricade with a vibro-knife? Dead or heavily wounded. I’m not out to kill your characters, but victory is meaningless without the danger of true and lasting defeat.9. Jedi and Sith characters need personal approval from one of the RPG staff. Send us a profile and a five paragraph statement telling us why we should let you have one of these powerful characters. Be professional and clinical when writing the statement. Appeals to emotion will get you nowhere.10. Only staff can control “canon” characters. We may give certain players permission to do so if we choose. Furthermore, you will assume canon characters in positions of power, Nute Gunray, Wat Tambor and such as got there by being clever and quick. These aren’t people you can scam or take down easily. If you try, it’ll end badly for you. Your PC isn’t automatically the most competent person in the room and you will keep that in mind at all times. NPC’s are not punching bags and their fortresses and homes aren’t made of wet card board. If you want to say, take down Gunray, you’ll need a good place, a small army and the ability to convince me it’ll work. This means armies wielding rapid fire weapons marching slowly and in rank towards another army will not exist here. NPC’s will use cover, flanking and various other clever tactics. Similarly, battle droids and soldiers were designed or trained for war and they are very good at it. A random pirate wielding a blaster pistol isn’t going to do well against a squad of them….without a good plan at least.11. I’ll borrow this from ToA, when writing your profile include this numerical sequence: 10101010.12. I reserve the right to add to the rules at any time I see fit.Punishments will vary. A first offense is normally a warning, but if it’s large enough offense then I’ll act in a harsher manner. Second offense means you are banned from the RPG for two weeks. Third is five weeks plus the loss of all your characters. A fourth offense means you are no longer welcome here. Don’t violate the rules and we won’t have a problem.ProfilesFill out the information below, send it to one of the staff and if we approve, post it in the topic and get RPing. Be sure to read everything else on this page first though.Name: What do they call themselves?Species: No custom species, if you don’t know all the species in Star Wars, don’t worry, there are humans there as well. Just put that down and you’ll be fine.Gender (if applicable):Home Planet: (Where were they born? Where do they live?)Occupation (with an estimation of income, high, low etc):Abilities: (Medic? Good with a knife? Excellent debater?)Force Abilities (for force sensitive’s only, be warned, playing as a force sensitive will attract some attention. The kind you don't want, if you don’t know what the Force is, it is a metaphysical energy that force sensitive’s can tap into and use. It allows to some telepatheic and telekinetic powers amongst other things)Equipment/Tools: Armor? Fusion Cutter? What do they have that they use for various tasks?Weapons: Blaster? Slug thrower? What do they use when they want to punch holes into a another being?Appearance: What do they wear? Are their eyes green? How many limbs do they have? A picture or a description will suffice.Personality: Calm? Cheery? How do they act?History: Where did that scar come from? Who have they sided with in the past? Who do they side with know? Are they a smuggler? How did they get that way?Name: Every ship has a name be it "Lady Bright" or "RandomshipIdon'tcareabout-0005."Model: What type of ship is it? A YT-1300 like the the Falcon?Function: Transport? Gunship?Weapons: Because it is utterly stupid to go about in space without something to shoot at incoming threats. All ships have some type of weapon, even if the canon says differently. If your ship, canonically, starts out with nothing then you can assume it starts out with one basic laser cannon.Modifications: Have you made any modifications to it? A new hyperdrive? A shiny turbolaser? Is it longer then normal? Does it have a new module attached?History: How did you purchase it? What caused that blast mark on the hull? Did she ever complete the Kessel run?ProfilesBasilisk:Name: Sava HeivsonSpecies: KarkarodonGender: FemaleHome Planet: KarkarisOccupation: Bounty Hunter, income varies heavily depending on the job. The higher the risk of death, the higher the pay. Sava makes a point of only taking high-risk high-reward jobs. She is in this for the thrill of the hunt as well as the credits. In general, her hunts take some time to complete but the high pay she earns allows her to make ends meet during this time. The growth account with the Intergalactic Banking Clan doesn't hurt either.Abilities: Sava is a veteran of many conflicts, including the Stark Hyperspace war. She is a competent pilot and can handle her craft in combat, though she tends to avoid this if at all possible. She led a squad of hired guns during the Stark war and developed an aptitude for infantry tactics. Due to this she works with a squad of B1 Battle Droids to increase her combat effectiveness. She a proficient melee combatant though she has no formal schooling, instead relying on her brute strength to get the job done. She is often victorious in any close combat melee when going up against someone who has been formally schooled...they fight by the rules, she doesn't. Her true specialty however, is long range weapons. Though she has experience with most types of firearms, she excels at the use of sniper rifles and devices like it. This means she doesn't bring in her targets alive if she has a choice-if she tries to get close to take them alive...well, the risk isn't worth it to her. Better an eighty-percent chance of success and less credits then a fifty percent chance of success and more credits. As a side note, she is an excellent swimmer.Equipment/Tools: She has a few sets of white one-piece suits she typically uses when not on the hunt. When she expects combat however, she tends to wear a heavy set of battle armor. This battle armor is fairly standard, with pattern camouflage that she modifies based on the environment she is entering and a large blank face plate to conceal her identity. This armor is suited for use in most environments and it can be filled with water to allow Sava to use it with a larger degree of comfort. Beyond this she owns a few datapads filled to the brim with information on her targets, past and present. Her ship is well furnished and she is not wanting in most areas. She isn't very good with machines, so she tends to rely on droids for this. She owns a small squad of B1's and has had one modified to perform repairs on her ship.Weapons: Her primary weapon is an E-5s Sniper rifle, modified with the targeting package of a fourth degree droid, increasing it's accuracy by a great deal. This is her primary weapon and she has made a habit of marking the barrel for every high value target she kills with it. These are small nicks and have no effect on how the weapon operates, they are badge of pride and nothing more. The weapon is capable of nightsight, infrared vision and various other aides in tracking and killing. Aside for this, her only weapon is a Model 434 Blaster Pistol. She uses it as a last resort, as she prefers to let her droids do any we work that would require the use of it. She doesn't use grenades, as they are of limited use at the ranges she typically engages the enemy at.Appearance: Sava is a tall and well-muscled being and due to her species non-mammalian heritage there is very little outward indication that she is even female. It doesn't make much difference to here anyway. When she is out in public she dresses in functional white one pieces and in some form of footwear appropriate to the planet. She doesn't fare well in very dry climates and her skin has a tendency to dry out in them, something that she tries to avoid if it is at all possible. Her eyes are the typical black of her species and it can be hard to pick out her pupils at times. She has many battle scars running all over he body, most from blasters and a memorable few from vibroblades, indeed, the entire left side of her face was once burned off by an errant sniper bolt and never quite came back right, even with medical aid.Personality: Sava is disciplined, restrained and keeps to herself for the most part. She doesn't chat with anyone about her past or her problems, she can handle her own demons and doesn't wish for them to become public knowledge. She has a dislike of small talk and will try to bring any pointless conversation to an end as quickly as possible. One might be excused for thinking that hunting a dangerous animal or target is the only thing that brings her joy. She is indeed at her happiest at this time and is positively chatty after a successful hunt. This mood soon subsides however, as she throws herself into yet another hunt. The money doesn't last forever and neither does her good mood. That said, if one can earn her loyalty, she would race to their aid without a second thought. Earning her loyalty is a very difficult thing to do however.History: Sava is a career soldier, when her parents were killed during one the civil wars that plagued her planet, she was transferred over to an orphanage where she was noted for her distance from her peers. She has very few memories of these days and the only part of her young life she recalls is when she enrolled in the armed forces once she reached the proper age. From there she fought in numerous anti-insurgency operations for the better part of her younger years. She found that the military life suited her and she would have been content to stay there and climb the ranks....were it not for a failed military coup launched by a would-be warlord. This launched her planet into another bout of destructive civil war. Brother turned on brother, comrade on comrade and the planetary military turned upon itself in a frenzy of blood and rage. Sava was disgusted by this and after a brief shootout with a remnant of the warlords soldiers, she made her escape from the planet on a stolen shuttlecraft. With little other option, Sava set herself up as a soldier for hire. The next few years were filled with violence and death, which was quickly becoming the norm for her. She went from planet to planet, from brush war to brush war. She slowly accumulated credits and combat experience during this time. She made sure not to grow attached to those she fought besides, as she had learned the hard way that attachment merely lead to sadness and regret down the road. She simply did what she was paid to do and moved on. It was during this time that she first become interested in battle droids. In her eyes there were the perfect soldier, expendable, competent and willing to obey any order. She started to field them on her missions and she found great success as a result of this. Eventually though, she grew tired of organized warfare, of the constant killing and the moral ambiguity of it all. Now she hunts criminals and puts holes in their heads. It's much simpler work and, she will admit, it fills her with a sense of pride. She is doing her part to keep the galaxy clean...and the thrill of the hunt is always a nice bonus. Though the risky nature of her work and the ruthless nature of her foes has forced her to hire on a medic in recent times. She can hardly hunt if she is heavily wounded after all. Name: Dark ShallowsModel: DeepWater-Class Light Freighter Function: Transport. Sava is no fighter pilot and merely uses this to go from point A to point B. She can fight in it, but she prefers not to. It sports a class 2 hyperdrive, making it one of the faster ships out there. She has plans to upgrade the hyperdrive, but has not done so yet. Her funds are a bit limited at the moment. Weapons: The Dark Shallows is equipped with the standard weapon loadout for a ship of it's type. It has a duel laser turret, this is normally enough to deter pirates and other criminals. Sava hasn't seen the need to upgrade her vessels weapons, so she has not. She is a practical being after all. Modifications: She has added in a medical bay for use by her medic, but beyond this it is a fairly standard model. Most of it's interior is set aside for weapons storage and crew quarters. The droids typically patrol the ship when they are not recharging or deactivated. Re chargers are located in one of the armories that would have been cargo space on the standard vessel.History This is the vessel that Sava stole from the warlord's forces and it has served her well for many years. When it has broken down she has simply bought new parts and taken it into a repair factory. She doesn't have the skill needed to maintain it, but ever since she had one of her droids reprogrammed to repair and outfit the vessel, it's condition has improved immensely. It doesn't have many battle scars on it, as Sava has been careful with her vessel. It's been used to ferry her from battle field to battle field, but beyond that it has not seen much action.KottsuName: Csarissa KitanarSpecies: SelonianGender: femaleHome Planet: CorelliaOccupation: former CorSec Agent, average payAbilities: CorSec combat training, skilled tacticianEquipment/Tools: personal datapad, light body armour, flashbang grenadesWeapons: KX-60 blaster rifle, light blaster pistol, vibroblade, claws and tailAppearance: Standing at 1.9 metres, Csarissa (or just ‘Riss’ or ‘Rissa’), is rather short for a Selonian. Like all Selonians, she is covered in brown and tawny fur, and a has a strong tail. Her common dress is reminiscient of the standard Corellian Security Force's uniform and has the same green, grey, and black colouration.Personality: Csarissa is a rather competitive character, trying to outdo anyone she works with or knows of. She also has a short temper, and gets quite angry when people do not agree with her, or things do not go the way she wants them to. When not trying to surpass someone, she acts quite friendly towards nearly everyone, even strangers. She stays wary of them however, with the exception of close friends and trusted co-workers.History: Csarissa is of a Selonian sept situated just out side Corellia’s capital of Coronet. When she was about sixteen years of age by human standards, she was sent to CorSec Academy in Coronet, keeping with a tradition of the steriles of the sept.She passed through the academy quite quickly, though because of her super competitive nature she was noted for having rather poor teamwork skills. After extensive deliberation, the higher-ups decided to put her in a command role. The decision was based on her apparently above-par on-the-spot strategising and decision-making skills, and to keep her out of a position where she would be tempted to directly compete with others. Her job would be to oversee and direct agents in the field as well as pilot the HWK-29 transport for whichever team she would be working with. Over a period of several years Csarissa had become notorious at CorSec for giving little to no attention to the input of other mission members, many saying that such behaviour was detrimental to both the mission and the organisation (though her mission success rate clearly spoke against this).It eventually got to the point where, during a raid on a smugglers' hideout on Tralus the group working under Csarissa completely disregarded her plan, instead working with one of their own creation. The entire team, excepting Csarissa, was killed. It was unacceptable. The higher-ups were rather furious. Csarissa was given a choice: quit, or be kicked out. Like most people would, she chose the less shameful path, resigning from CorSec. Csarissa didn't return to the sept, deciding that the shame she had brought upon her family was enough. She used money she had saved over the years to purchase a ship, a HWK-290 like the one she flew for CorSec, as well as some other gear. She figured she could get by in the smuggling or bounty hunting business, having dealt so much with it, albeit on the other side of the law.Name: Starlight SentinelModel: Corellian Engineering Corporation HWK-290 light freighterFunction: transportWeapons: dual laser cannon mounted beneath the hull, dual blaster cannon turret mounted above hullModifications: aforementioned dual laser cannon and dual blaster cannon, slightly uparmored around vital hardpoints,History: Csarissa found the HWK-290 freighter that would come to be the Starlight Sentinel after a tedious search for a lightly used ship of the same make as what she had used in her work with CorSec. She purchased it with saved credits, and went around to various manufacturers in the Corellian system finding affordable upgrades that would more or less put the ship in line with what she was familiar with.Toa KaithasName: Roma CethruSpecies: HumanGender (if applicable): FemaleHome Planet: TatooineOccupation: Well paid bounty hunter, though not at Boba or Jango Fett level. Risk has to equal reward.Abilities: A very good shot, extraordinarily well versed in how the body works. This translates into good healing and damaging skills. A moderately good hand to hand combatant. Can fly her ship well, though avoids combat.Force Abilities: Slightly force sensitive, though she perceives it as good luck.Equipment/Tools: Some concealed armor, though it won't stop a powerful shot. wears a facemask during combat, that when hit it darkens, absorbing laser fire at the cost of visibility.Weapons: Has a vibroknife for assassinations, a blaster pistol like Han's, and a scoped slugthrower. Turns out slugthrowers are harder to see coming than lasers.Appearance: Roma has black hair, green eyes, and is very pretty. Most of the time a person doesn't get to appreciate this, as they have a knife buried in them. Has thin white line under her left eye, and a green diamond tattooed where a necklace's pendant would be.Personality: She stays calm under stress, only opens up when there isn't danger. She is wary when meeting new people, but will gradually open up to them, revealing her underlying fun loving personality.History: Roma was a sweet, innocent girl living on Tatooine until a group of mercenaries, criminals, and all around scumbags kidnapped her. One thought it would be hilarious to have a girl like her become a gladiator, and they sold her into slavery, the years of fighting training her into the tough nugget she is now. Against all odds she survived, and bought her freedom. The only remnant of that time is the scar under her left eye, gotten in a fight with a particularly vicious Twi'lek. The diamond tattoo denotes her as the bounty hunter responsible for the collapse of the Green Diamond crime ring, the victory she is most proud of.Name: Flaming StarModel: Z-95 HeadhunterFunction: Long range fighter.Weapons: Two wing mounted laser cannons, a modified turbolaser.Modifications: Class 1 hyperdrive, a computer aimed turbolaser where the astromech slot would be. The most different thing about the Star is that an astromech droid has been integrated into it, preventing the need of Roma owning one. Has bigger engines and supply storage than normal, cutting down on its agility but boosting speed and range.History: Roma bought the Star straight off the assembly line, modifying it almost immediately. When her droid was nearly destroyed she had it integrated. She has many scars, each telling a different story. Roma has refused to have the scars taken off, viewing them as a badge of honor. 10101010Kal GrochiName: Jaron UnskiiSpecies: A seeming remnant of the old Sith race, though mostly Human.Gender: MaleHome Planet: Telos, though he has actually moved his place of residence from there to Tulpaa, bypassing the supposed ban the Republic kept on the star systems of the Rakatan Archipelago.Occupation: Officially a highly-talented craftsman, Jaron is, in actuality, a Sith Master.Abilities: Extensive training into the combat forms of Soresu, Makashi, and Niman, with lesser training with the other forms, his skilled crafting of nearly any specialty object wanted.Force Abilities: The ability to, with great focus, drain the life, force energy, or knowledge from a being to replenish/enlighten himself, masterful control over telekinesis, lightning, illusion, as well as the ability to heal a friend if it is needed, though this drains from him, and generally transfers their injuries back onto him. And, finally, his affinity with the various animals around him.Equipment/Tools: Personal datapad, armoured robes, and a utility vibro-knife that can be used as an improvised weapon, if needed.Weapons: A curve-hilted lightsaber with a silvery blade, as well as a double-bladed lightsaber with a bronze-coloured blade that he has yet to finish.Appearance: Jaron is a well-built man, with strong musculature to his body and a handsome face. His most striking characteristic, however, would be his red skin, nearly dark red, with what appear to be tentacles hanging down from his cheekbones, and a similar tentacle beard at his chin, with reddish-yellow irises, and an animalistic appearance overall-however, he normally maintains an illusion about himself, around others, to look like a middle-aged human, with a full beard (and moustache), light skin, and piercing eyes, one green and the other blue. He wears rather nondescript clothing when in the company of most others, but when on official Sith business, as a few long-dead guards from Taris might say, he wears his armoured robes. In fact, he always has some form of armour plating on him, though it isn't normally visible.Personality: Jaron is a calm, though self-assured, man. He doesn't talk much, preferring instead to stay out of others' conversations unless his view is needed as an arbiter. However, when one gets to know him, he can prove to be a rather friendly soul, nearly always there if you need his help, though his shrewd business skill and harsh dealings with those who annoy him lead others to think of him as reticent, and possibly hostile, to others around him.History: Born on the planet of Telos IV, Jaron was, at once, an enigma to his parents and others around him. Through numerous medical tests they determined that he had numerous recessive genes popping up, all passed down the male line of his family. His animalistic appearance, coupled with the affinity he had for the animals about him, almost speaking to them, led him to be a rather interesting specimen for many beings on his home planet...including the one who would eventually take him to be his apprentice, a Sith whose name has been carefully epunged from galactic records, even those on Coruscant, by Jaron himself-not even the Chancellor would be able to find the man's name, now. Jaron spent a few years in an apprenticeship with this Sith, before he felt-no, he knew that he had learned all he could from the man, who by then had become but a poor, feeble shell of his old self. So Jaron sent him out quietly in the night, before giving him a proper cremation and then setting out across the galaxy, never staying in place too long, not even his home on Lehon, always travelling as part of his job.Name: The UmbraModel: Modified Ubrikkian Star YachtFunction: Transport, light combat, speedy getaways.Weapons: Two concealed Proton Torpedo tubes, two dual barrelled blast cannons placed on swiveling mounts on the underside of the ship, each barrel per unit firing, respectively, an ion blast and a more normal laser blast, designed by Jaron himself.Modifications: The aforementioned blast cannons, a much more powerful and accurate navicomputer, as well as a faster hyperdrive-Jaron isn't one to sit in hyperspace too long on the way to a client, after all. And, finally, a shipboard A.I., something to drive the ship when Jaron wasn't around-actually, originally, part of the navicomputer, it has spread through the ship, making the ship and everything within it a droid-ship, and it has perfect loyalty to Jaron, for it knows no better. However, he still has to manually enter in his destination, as well as piloting the ship in-atmosphere and controlling the weapons.History: The Umbra was, actually, a gift to Jaron from his old master. It was, originally, made for quick getaways-and with a good sum of money, Jaron was able to get it to move faster, and to have some extra weapons added on as well, and later, after a particularly nasty battle giving the ship a long, black scar along the starboard side of its hull, a navicomputer with built-in A.I. After a programming malfunction occured, the A.I. spread throughout the ship, something that actually gave Jaron, the sole occupant, generally, a great boon.Ymper TrymonName: Aposisston HolrathAlias: Inguse HolnSpecies: Human (Lorrdian)Claimed Species: UbeseGender: MaleHome Planet: Born on Lorrd, trained under Darth Cautus on LehonClaimed Homeworld: Uba IVOccupation: (As Aposisston Holrath) Sith fugitive, zero income (As Inguse Holn) Bounty hunter, income varies directly with the risk inherent in the job in question. Inguse Holn had no qualms about taking risky jobs, but Aposisston is somewhat more cautious, seeing as his primary goal is to keep himself alive.Abilities: As is common on Lorrd, Aposisston is fluent in the gestural language frequently used there, and, due to the subtlety of the gestures involved, he shares the Lorrdian talent for interpreting body language, and is a fast learner when it comes to imitating voices and mannerisms. Owing to the nature of his Sith training, he is only moderately skilled in combat, but has an excellent memory and a firm grasp of galactic history and politics.Force Abilities: Owing to the nature of his training with Darth Cautus, Aposisston's most notable Force abilities is Force stealth - as a Sith living in an era with few Sith, many of whom were being steadily killed off, Cautus saw hiding as the most important use of the Force, though he did not neglect to instruct his students - of whom Aposisston is the only survivor - in basic mental manipulation and telekinesis. Aposisston is aware of the technique of Force lightning, but is far from mastering the ability.Equipment/Tools: Aposisston wears a suit of Ubese battle armor taken from the dead Ubese bounty hunter Inguse Holn. The helmet for this armor includes the standard targeting laser, vision-plus scanner, broadband antenna, audio pickup, and speech scrambler. Inguse Holn's cloak was discarded due to the rather obvious hole through it, mandating the wearing of Aposisston's longcoat over the rest of the stolen outfit. Aposisston keeps his old belt (replaced by one with an Ubese clan belt-clasp) aboard the Jade Falcon. His old belt has a trapezoidal clasp with the sunburst emblem of the old Sith Empire embossed on it.Weapons: As a Sith, Aposisston's favoured weapon is a Forcesaber, which he and his master crafted on Lehon with techniques learned from archives hidden away on the planet. As Inguse Holn, he carries a DC-15s sidearm blaster, a Dressellian projectile rifle, V-1 thermal detonators, explosive ammunition for the slugthrower, and spikes sewn onto the knuckles of his gloves.Appearance: [Picture] More coming as soon as they're scanned. Black hair, light blue eyes, moderately tanned skin. This specific drawing will be replaced once I get a good scan of the corrected version of it, which has a somewhat wider jaw.Personality: Since the slaughter on Lehon, Aposisston's natural caution has been elevated to the point of paranoia, while the fear of extermination - either by the Jedi or the mysterious killer who wiped out Cautus and most of his students on Lehon - has led him to take an increasingly dour, pessimistic view on life. Nonetheless, he remains a patient, calculating young man, who will do whatever it takes to prolong his life long enough to come up with a better plan.History: Aposisston was born into a middle class merchant family on Lorrd, where, once he was old enough, he was tasked with picking up product shipments from the spaceport. On one of these supply runs, he met the Sith lord Darth Cautus, who took the young man in as one of his students, and, after gathering a few of his personal items, Aposisston left Lorrd and departed for parts unknown with Darth Cautus, eventually reaching the Cautus’ hidden Sith academy on Lehon, nestled in the remnants of an old Rakatan templeUnlike other, somewhat more traditionalist Sith lords, Cautus did not adhere to the Rule of Two, and there were about fifteen students studying under him at the academy on Lehon. As with many Sith, he sent them on errands in his stead, but, as Cautus’ interests lay in rather more academic pursuits than galactic conquest – he was, by trade, a historian – these errands tended to be more along the lines of supply runs or general information gathering than assassination or espionage, and the reason for sending the students had a lot to do with making the best use of the Sith lord’s time.After a little bit more than seven years, a slip of the tongue by one of the other students alerted one of Palpatine’s informants in the Outer Rim to the presence of another Sith lord hiding beyond the reach of the Republic, and, fearing competition, Palpatine struck at the Lehon academy, killing all he found there. Aposisston, who had been away on a routine supply run at the time of the attack, returned to Lehon three days after the slaughter, to be greeted by the sight of his teacher and friends, all dead. Panicking, the young Sith fled Lehon as fast as he could, finding his way to a world on the Outer Rim, where he ditched the vessel owned by Darth Cautus and made his way to a cantina, waiting for an opportunity to steal someone else’s ship and identity so that he could disappear safely. When an Ubese bounty hunter left the cantina to return to his ship, the Sith followed him and attacked the bounty hunter, catching him by surprise and quickly subduing him. After a brief interrogation that revealed enough about the bounty hunter for Aposisston to impersonate him, Aposisston stripped the man of his armor and ran him through with the Forcesaber that he had acquired while training on Lehon. Since that incident, he has taken on the life of a bounty hunter, always on the move, doing whatever he has to in order to keep himself alive.Name: Jade FalconModel: G9 Rigger freighterFunction: The Jade Falcon is a comparatively lightly-armed freighter, used by the bounty hunter Inguse Holn as his personal transport and to transport the targets of bounties.Weapons: The Jade Falcon has the standard armament for a G9 Rigger (3x light laser cannons) plus a fourth laser cannon that covers the rear firing arc.Modifications: In addition to adding a fourth light laser cannon, Inguse Holn also slaved the third light laser cannon to the pilot’s control panel to give himself access to the ship’s full combat capabilities without needing a co-pilot. The passenger quarters are fitted with extra security measures to prevent ‘
  4. PrologueMickey, the Sorceror's Apprentice, was meddling around again, but this time he got himself into more trouble than enchanting overzealous broomsticks. Once more he ascended up to the stone where he overlooked the sees and the stars, but while feeling particularly adventurous, when the silhouette of The Conductor went on break Mickey curiously stood on his pedestal. He gave a wave of his hands, and suddenly the beautiful music of Bach began to play for him. Inspired by the graceful harmony, he continued to experiment in his magic. The mathematical notes of Toccata and Fugue in D Minor helped him to control his magic, and he cast a spell far greater and more comprehensive than before. It was a terrible thing to do, nor could he have chosen a worse place to do it, for he stood on The Conductor's pedestal, which overlook not just the seas and stars but all the realms of Fantasia!Without warning, the gateways to the many other great works of Disney opened before Mickey, and the worlds of all the animated classics were brought into the Fantasia realm. Mickey saw them begin to interact with each other and felt good about himself until he realized just how much trouble he would be in with his master. Yet, another, larger problem awaited him, for the clashing of all the worlds awakened Chernabog, the great Evil One on top of Bald Mountain. With a single reach of his arm, he grasped out to Mickey and picked him up, destroying the pedestal in the process. Without the pedestal the enchantment that brought all the worlds to Fantasia could not be undone.Even though the magical world of Disney was not in its proper order, there was a bigger problem. The great and evil Chernabog was planning to use the magic of the Sorceror's Hat to increase his power and unleash a spell of darkness that would engulf everything. However, one hope did remain, for a brightly colored butterfly made out of abstract geometrical art came to the mountain and snatched the Sorceror's Hat away from Chernabog. His evil spirits caught the butterfly, but it dropped the hat in one of the realms of Fantasia 2000. Enraged, Chernabog sent a message to all the Disney villains who had dabbled in the black magics of witchcraft and sorcery to join him and create a portal regardless. Soon, should he get all the allies he needs, they will cast an inevitable spell that will convert the whole world to darkness.Not all is lost. The Sorceror's Hat still rests somewhere in the realms of Fantasia 2000. Whoever finds it could change the fate of the universe.Gameplay:You will join this RPG and play as all the main cast from one of Disney's great works, and even some live-action classics with some animation in them, such as Marry Poppins and the classic Tron. If you want, you may work from the characters as they already exist or, for those who want to write with characters that are more of your own creation, you can come up with a twist to these characters. For example, what if Scar was actually Sarabi's puppet? What if Ursala had a crush on King Tritan? What if Bolt was really about the TV show? It's perfectly acceptable. After all, retelling fairytales is an ongoing process.I. About Characters:1. It is important to note that you can only choose characters from one Disney movie. This prevents people from coming up with contradicting continuities. The bright side is, you may have as many characters from your particular movie as you like, so long as it is within reason. [*]Define "within reason": This essentially means that you should still have NPCs within your universe. You can't make all the nameless extras your characters. This is not an RPG where you control entire nations.[*]Winnie the Pooh is exempt from the above point, considering the small cast and absence of background characters.[*]It is possible to choose both a film and its sequel(s).2. All the main characters should originate from the same places. You can say that John Smith came from a remarkable Steampunk England, which is certainly a different twist, but England nevertheless. It's just not nice to take away that sort of identity, because one of the wonderful things about Disney is that its stories traveled around the world. This rule doesn't apply to stories where the location or character backgrounds hardly have an affect on the narrative. And in case there's any question about the following settings: [*]Some of the older Disney Princesses are a bit ambiguous as to their location, in which case you shouldn't be too concerned.[*]Alice of Wonderland: that she's from England is completely irrelevant.[*]Winnie the Pooh came from the Hundred Acre Woods. Where on Earth that is is up to you.[*]The Rescuers could actually be set any number of places. So long as you describe their world as Earth, you're fine.[*]Dinosaur's open to any interpretation, really.3. The characters have to be from an animated film. TV shows and video games are not a basis for an application. [*]This means that Minnie, Donald, and Daisey, among other classic personae, are not allowed to be used as playable characters. Sorry.[*]However, Goofy, Max, and Pete are featured in The Goofy Movie, so they're open.[*]This is a good general list if you want to know your options. Here's also a list of Pixar films.[*]Song of the South, Marry Poppins, Bedknobs and Broomsticks, Pete's Dragon, Enchanted, and Tron are also acceptable, along with any other films that combine live action with animation.4. Since no doubt many of you will be concerned with how your characters measure up to others, it's perfectly acceptable to do something to even the playing field against films like The Incredibles. Captain Hook might have gained control over the fairies or got himself a pirate army. Maybe Monsieur D'iarque was really an evil counterpart to the Beautiful Enchantress (Beauty and the Beast). Maybe a Steampunk England is good enough to make the cast as a whole awesome enough to compete with the rest of the world. However, you don't have to power up your world if you don't want to. [*]Powering up an entire cast to the hero level is overkill, and so is making your world more dangerous while simultaneously making a main character stand out amongst them. For example, Captain Hook may gain power from harvesting fairies, but he shouldn't also be given an army. Giving that army superpowers is completely out of the question.[*]Speaking of which, if you choose Lilo and Stitch you can't include any of his "cousins".[*]Also, stick to something within reason that makes sense. If it defies willing suspension of disbelief, it's off-limits. Therefore, Nemo can't shoot lasers, although Buzz Lightyear could potentially get such an upgrade (as for Mater, anything makes sense when applied to him).5. The film version of young Hercules is the archetype for the ultimate reasonably powered character, and he will set the standard for the limit within this RPG. If you can overpower Hercules, you're overpowered.- For that reason, these characters are off-limits as player characters unless you specifically alter their back story to bring them down to the level of of something acceptable: [*]The Fairy God Mother[*]The Cheshire Cat (amended by ToD)[*]King Triton[*]Genie[*]Hades[*]The Bowler Hat[*]Dr. Facilier- These following characters, however, are completely off-limits regardless of your reasons: [*]Maleficent[*]The Olympic Gods (except Hades)[*]Marry Poppins (She's practically perfect in every way!)- The various enchanters not mentioned in this list, such as the Blue Fairy in Pinocchio, fairies in Sleeping Beauty, Eglantine Price from Bedknobs and Broomsticks, the witches in The Black Cauldron, Ursala from The Little Mermaid, and the Beautiful Enchantress from Beauty and the Beast are all allowed, but the scope of their magical abilities is generally limited to enchanting objects to physically change, do work, or otherwise alter their properties. I won't see enchanters treated as offensive combat characters, although they may assist others. [*]The Fairy Godmother is considered a God moderator simply because her wand had demonstrated the ability to transform people to stone and turn back time, the first of which is a directly offensive ability and the second of which is outright too powerful unless you specify otherwise.II. About Worlds1. There are only as many worlds in this RPG as those started by players. A new world is introduced whenever a player joins the RPG. If a player hasn't joined under a given world yet, you may not journey to it. The in-universe explanation to this is that the various Disney worlds are leaking through one at a time in a chaotic order.2. Each world has one portal somewhere that leads to the rest of the Fantasia realms. You may define what they look like and where they are.3. It is possible for two worlds to literally fall within physical proximity of each other. For example, it is possible for the London within The Great Mouse Detective to fall within the proximity of the Pridelands (even though that's counter to real-world geography). [*]Before doing this, there must be a mutual agreement between you and the person who wrote in the other land.[*]Borders must be established either when you first join or soon afterwords when you're still getting yourself established. After that, you can't create new borders with established worlds and must instead wait for new worlds to be introduced.[*]You're allowed to mix them up in interesting ways, but one world may not destroy another.[*]It is possible also for one world to fall in between two and create a bridge between them. For example, London could fall in-between The Pridelands and the forest in the Firebird piece of Fantasia 2000, thus creating a web and an internal ecosystem within the RPG universe.[*]Although not required, you are encouraged to connect your world with another when you join, as well as offering borders to newcomers in the RPG who might want them as well.4. Wandering throughout Fantasia are bands of bands (pun intended), the silhouettes seen at the beginning of Fantasia. Their instruments have magic powers that allow them to teleport people to other parts of Fantasia and the Disneyverse, provided that they play a piece of music from that world. Their magic transportation is limited, however, to landing people wherever the music was played within that movie, specifically at the beginning of the composition. [*]This disadvantages films with no memorable music, but so be it. There had to be a catch.[*]If you have adapted the story in such a way that the song would not have logically taken place, this transportation method wouldn't work.[*]Only the orchestra has this power. It is not a character ability that anyone can access, merely an alternative to the portals so that movement between realms can't necessarily be monopolized.[*]The bands cannot follow people along, and furthermore, they are NPCs.5. As with the characters, the location is important. Pinocchio had better take place in Italy, and Brother Bear's universe had better be the Canadian region. [*]If you want to say that Tarzan decided to go with Jane and live in England, that's understandable. It uses the elements of the preexisting storyverse to your advantage. Therefore, you can have London crash into Fantasia instead (or Liverpool, considering that a surprising number of Disney films take place in London). So if you have a good explanation that makes sense, you can bring in a world different than the primary setting of the movie.[*]The amount of the universe that you bring in is limited to the scope of the story. You may well bring in the entirety of the planet Earth if you're joining under The Rescuers, but if you're like one of the many films that takes place exclusively in London, you'll exclusively only bring London into the game.[*]With regards to the above point, consider that this is Disney and don't get all technical about what happens if London is isolated from the rest of the world, although that would obviously starve the city. Within the logic of Fantasia, it would still function as normal.III. Rules:0. BZPower rocks, and so do its rules. It goes without saying, and therefore I will not say it (although it makes an awesome cameo appearance as Rule #0!).1. Have Fun!2. Don't God-mode. If someone else God-modes against you, the worst thing you can do is God-mode back, so swallow your pride and tell a staff member. And no glory hogging, either.3. Don't use another player's characters without their permission.4. Don't kill another PC without another person's permission. This also applies to named characters within a universe that aren't currently being played (although the other person ought to be fairly lenient). However, you aren't allowed to do this excessively.5. PM me with character profiles first before posting them.42. It's the answer to life, the universe, and everything.43. And I really mean it; HAVE FUN! This. Is. DISNEYYYYY!IV. Profiles:(please put the headings in bold for reading convenience)Movie:Story: (leave blank if there are no differences between your version and the film version)Conversion Point: (this is the point within the story that the film was suddenly drawn into Fantasia)Portal: (where is it and what does it look like?)Borders: (If you've arranged for them. Edit when necessary.)Character:Strengths & Weaknesses: (presuming they're different from the original or had to be changed to fit moderation standards.)Personality: (ditto)Background: (cover in more detail anything unexplained in the movie's "Story" section)Objectives: (update this if it ever changes)Misc:Approved players and worlds:Fantasia and Fantasia 2000Toa of Dancing (now NPCs) ~ Alice in WonderlandKumata ~ The Great Mouse DetectiveThe Power That Is ~ Bedknobs and BroomsticksToa Korkoa ~ TangledKeizah the Kaleidoscope ~ The Emperor's New GrooveToast of Awesomeness ~ The Lion KingDeltus ~ Snow White and the Seven Dwarves'Da Boss & Onarax ~ Treasure PlanetPyrrhon ~ Mulan(CardworkMagician is expressing interest in Hercules. Lord Rahl recently inquired on Aladdin. BenLuke has heavily indicated an interest in the DuckTales movie.)Wish upon a star,Emperor Kraggh
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