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- Mar 14, 2011
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Will you be the one to reclaim this crumbling Galaxy?
DISCLAIMER: This universe will be based on a lot of things in Star Wars and will certainly borrow factions existing in the Star Wars universe, but they will not be exactly the same. The Empire, for example, does not essentially control the entire Galaxy. But that stuff is covered later.
Boring rule stuff that you should definitely read all of:
Spoiler :
Party and Character Creation (essentially the application)
I put this way up here for ease of access.
Parties, within the context of the game, are groups of above-average people with some sort of common goal or interest. They will be what you use to interact with the Galaxy. I heavily suggest you read the rest of the rules if you want to know more about this.
Party Name: This is the name of the party. This can be used just for OOC discussion and my own purposes to keep track of your party, or can be what your party is referred as throughout the galaxy.
Starting Planet: This is the planet that your party starts on. Not very important strictly speaking, but look at “The Galaxy” section below for details.
Party Size: Parties must have at least 3 members and can only have up to 5 at creation, and may have a maximum of 10 overall. A bigger party does not always mean a better party though. The "Party Controller" must be skilled enough in making decisions in order to handle this number or the party will face disorganization penalties - which could include something as grim as team-killing.
Party Alignment: You have 45 Alignment Points to distribute to the 5 factions. At 15 points, you are considered "Affiliated" for the purposes of Market purchasing. Note, in Black Markets, Affiliation is ignored. Going higher in the alignment in a faction means you are more respected/known in that faction, and thus could rank up faster, allowing access to better equipment. You could also use your points to decrease alignment less than zero, which makes the faction hostile towards you depending on how low it gets. Note that you are not obligated to use these points at all, and are also not obligated to spend all the points.
- Imperium:
- Republic:
- Hutt:
- CIS:
- Rebel:
Party Controller: Controls the party in combat engagements. Instills party-wide bonuses based on her own stats in combat. Decides party effectiveness in combat. Order of stat importance: WIS>INT>CHA
Party Manager: Controls party assets; effectiveness can mean more gold income or better returns on what certain structures do. Can discover hidden opportunities. Order of stat importance: INT>WIS>CHA
DISCLAIMER: stat order importance is more of a recommendation/guideline. Having decent numbers in the "less important" leadership stats is enough to fill the role effectively.
Character creation is a bit more involved than fill-in-the-blank. Party members have stats that you must assign. In this section I will describe how you go about assigning stats and I will explain what each stat does below. So, by default characters in your party start with a base of 5 per stat - this stat allocation describes that of an average person. From there, you can "buy" higher stats using points. Each character has 10 points to spend - place them anywhere to "rank up" in that stat. You may "dump" a stat to a minimum of 1, however, no stat may go less than 1 - even after racial modifiers. So if a racial modifier would lower a stat less than 1, you have to go back to the drawing board.
After creation, characters can "train" to hone their skills. As their skill improves, it'll be harder to increase them further. There are other methods to further skill enhancement, but you'll have to find those yourselves.
- Name: The character’s name. Star Wars doesn’t really have much of a naming convention for most things, so I’ll give you all free reign. However, your character(s) cannot be a major character from the Star Wars movies or otherwise big players within the factions, such as Admiral Thrawn.
- Stats
- Strength: Describes how strong the character is. Allows use of heavier equipment and increases effectiveness with that equipment. Necessary for heavy armor and weapons usage.
- Dexterity: Describes how coordinated this character is. Useful for stealth and increases effectiveness with light equipment. Useful in stealth operations.
- Constitution: Describes how sturdy this character is. Increases chances of surviving physical damage and natural hazards like illness.
- Intelligence: Describes how smart this character is. Increases decision-making capabilities and ability to use technology. Useful in Party Roles(Leader, Controller, Manager).
- Wisdom: Describes how experienced this character is. Increases decision-making capabilities and affinity with The Force. Useful in Party Roles(Leader, Controller, Manager).
- Charisma: Describes how good this character is at speaking. Can help get higher pay rates. Useful in Party Roles(Leader, Controller, Manager).
- Piloting: Describes how skilled this character is at piloting ships and other vehicles. Also increases ability to use technology and tinker with things.
- Loyalty: Describes how willing this character is to follow the Party Leader. By default, this stat cannot be overtly known by other characters like how other stats could be, such as a brutish character’s apparent strength. Can be increased using other methods. For the Party Leader, this stat modifies the loyalty of the members.
- Race: View Races section. Some races changes some stats in unique ways. Others are purely cosmetic. If you wanna play a Star Wars race not listed, ask me about it.
- Class: Merely describes this character's starting equipment. A list of classes and related equipment will come in the following post. Class should agree with your background - if you've been a smuggler all your life, you're not an ex-Jedi. You're just not.
- Background: A character's background can give bonuses to certain stats as it makes sense for the background in question. Just don’t try to be too overt about what stats you want boosted - make it interesting for me and I’ll make it worthwhile for you.
The year is 2 BBY. The Galaxy is embroiled in a large and bloody war with many combatants. The Galactic Imperium, the Galactic Republic, the Rebel Alliance, the Confederacy of Independent Systems, and the Hutt Cartels are all going at it in order to secure galactic supremacy.
The reason for this fragmented galaxy is traced back to an “Order 66.” For reasons unknown, the clone troopers of the previously-unified Galactic Republic set themselves upon the Jedi by order of the now-declared Emperor Palpatine. However, the move was faced with backlash and the Republic became divided - between the Imperium and the Republic. The CIS, heavily tolled by the Clone Wars, was unable to take advantage of this split and progress on all fronts simply flatlined. Soon after, an alliance of rebels rose up as a voice against the autocracy of the Imperium and the corruption of the defunct Republic, but its ranks are filled with vile and reprehensible men and women. With the Galaxy in such turmoil, the Hutts thrived as their criminal empire faced no retribution of the law, growing into a beast that rivals the other factions of the galaxy.
Enter you, the leader of a brazen party of galactic inhabitants. Your course is for you to decide. Will you attempt to reclaim this Galaxy for your cause, or perhaps you feel the Galaxy deserves being torn asunder?
The Party - What Can You Do?
Really, what you want to do is rather open-ended. From the get-go you can enlist in one of the five factions and if you do that, you will be sure to receive missions. The nature of the missions will vary from faction to faction and location to location, but you can be sure there will be combatant and noncombatant missions for each — but that is not really to say that noncombatants aren’t in danger of the war. Just note that signing up for a faction entails obligation. Go too long without doing a factional mission and you risk getting thrown down in rank and respect.
In addition to factional missions, there will be a “Cantina” section below, here on the front page . Here, things like bounty listings and other such missions will be posted. While many of these listings would be more “independent” — clientele ranging from local crime bosses to vapor farmers who really hate their neighbors — even factions can put up missions up for grabs by freelancers with no strings attached.
Of course, you are fully capable of finding other things to do to make credits. Independent adventuring can yield artifacts that you can decide what to do with — sell to the highest bidder or see what secrets they hold yourself, just as an example. Or you can decide to be galactic criminals, raiding shipyards for loot. If you get creative with your independent actions, maybe some sort of bonus will be waiting for you. With enough credits, you can begin building your party’s assets to make yourself even more independent. Things like creating a freighter service or a new mining operation on Mustafar are open for those with the coin.
No matter which route of growth you choose, you will inevitably find yourself growing in wealth and influence (so long as you don’t get your party killed). When you hit a particular influence mark - whether that be for a particular faction or entirely independently, you will find yourself at a point where you can expand yourself further by creating what amounts to a “guild.” This can be within the framework of becoming the leader of a company in the Imperium or a more literal interpretation. At the end of the day, you can control several NPC “parties” and send them on missions - they’ll be less effective than your main party unless you properly train and manage them. These parties can be sent to do effectively anything your party would be able to do — from combat missions shooting Hutt gangsters on Nal Hutta to running smuggling operations into the Imperial Capital of Coruscant. From there, your influence could grow more and more - you could find yourself being a very important member of the galactic community, potentially swaying the war into a faction’s favor with your support alone. Just remember that other players may grow just as powerful.
As I implied just now, you can earn credits a number of ways. And as you can obtain them in a number of ways, so too can you use them in a number of ways.
The most obvious use of the currency in Star Wars is buying equipment and other such things. Depending on your allegiance to a faction, you will have a number of things available to you. There will be 6 different “markets” for this purpose. One for each faction plus a “general market” anybody can purchase from. Each “market” has a sort of quality ethic. Imperials will sell generally high-end equipment that costs a pretty penny. The Republic will sell equipment that is durable and built to last, but may not be as effective as the others. Rebels will sell things that shoot or propel really fast, but may not be able to hold against too much firepower themselves. The Hutts will sell things with a (decidedly illegal) kick, but may not be reliable in terms of durability. The CIS will sell generally poor equipment, but they are cheap and easy to replace. The open market is generally a balance and may sell items from some of the other factions. You will also see some markets marked with the tag (Black Market) — this means that this market is illegal or very hard to get on the planet in question. However, the stuff is obtainable — but they'll cost about 50% more than their normal price. Not to mention depending on where you are and what you've got, you can get in big trouble being caught with the stuff in public. For example, swinging around an acid-spitting plasma rifle that even the Imperium deemed too inhumane to use on a regulated world is gonna lead to some bad things.
The distinctions between factional markets are admittedly partly cosmetic, but they do have real differences that will be reflected in the missions. For example, if you buy CIS equipment it could very possibly fail during the mission, but if their low price allowed you to purchase spares then this could turn a mission from failure to success. Not to mention, some equipment is better than others at particular jobs. As another example, Rebel equipment may be used pretty effectively for smuggling and stealth operations.
The Galaxy
Within the context of the game, there are two kinds of worlds: Worlds of Interest and Standard Worlds. Worlds of Interest are the worlds where events you can feel the effects of actively take place, and are the only worlds you can interact with on a major level. I will track Worlds of Interest below. Meanwhile, Standard Worlds are the rest of the worlds in this galaxy - both known and unknown. Parties can interact with and explore these worlds, but they won’t be major in the war or the galactic scene as a whole. Essentially, you can treat standard worlds as a means to an end and Worlds of Interest as that end. You want to interact with Worlds of Interest the most, but there is profit to be made in taking missions and adventuring in Standard Worlds.
In the beginning of the game, your parties’ skills will be above average but their reputation and monetary assets will be essentially non-existent. This limits your ability to travel, as you will need permission to travel through controlled space during this time of war, or pay travel fees to access public galactic and planetary transportation. As mentioned in the party creation section, you must pick a world to start on. You are limited only to Worlds of Interest as starting locations. Below, I will detail the current Worlds of Interest you may start on; you will not be able to start on any for several contextually relevant and irrelevant reasons, such as that world being an all-out battlefield or me not wanting to lose my sanity making a ton of worlds you cannot interact with anyways. As you gain factional permission and the means to travel, you will unlock more Worlds of Interest. For simplicity, everybody will see the details of a new World of Interest, but still only those with access to that world will be able to interact with it directly.
Roleplay
The bread and butter of all games, roleplay. I like a good story, so I definitely encourage you to write them. If I begin to care about your character, I can be sure to make the updates and mission assignments more interesting for them. I’d prefer this game to be less “you give me an action and I tell you the result” and more a collaborative effort for an interesting game and story.
That said, I also want this to be sort of competitive as far as player-versus-player is concerned. I am aware of the risks of this, but I've never been one to take risks into account anyways. I posted this at like 3am after all.