[url=http://www.roleplayerguild.com/topics/3641/posts/ic?page=2#post-51040]Click for IC[/url] “Scoundrel. I like the sound of that.” –Han Solo A long time ago in a galaxy far, far away.... [B]STAR WARS: EDGE OF THE EMPIRE[/B] It is a dark time for the galaxy. Striking from their hidden base, the Rebel Alliance has destroyed the evil [B]GALACTIC EMPIRE's[/B] powerful Death Star. Now, Imperial Forces strike back, throwing the galaxy into war. In the midst of conflict, countless planets suffer under Imperial tyranny. Many flee oppression to build new lives beyond the bounds of civilization. On the edge of the Empire, these renegades struggle to survive and remain free in the midst of ongoing turmoil.... ________________________________________ [B](Playing the Game/RPG)[/B] Welcome to Star Wars: Edge of the Empire as some of you might know I am basing this RP off of the tabletop RPG "Edge of the Empire" by Fantasy Flight Games. I'm taking this example and using it as inspiration for the style, storyline, and rules for this RPG though I won't be following it "by the book" so to speak if you are familiar with Core Rulebook you might as well stop looking at it cause it won't do you any good, other than an external reference for your character creation and more background for galactic events, and settings. [B](Rules) [/B] 1. Follow the rules of the Forum. 2. When writing a post [B]only write about your character[/B]. Specifically (your character's thoughts, emotions, visions/dreams, words, actions, maneuvers, descriptions, interactions with environment and other players and NPCs [B]without[/B] violating PCs or NPCs. 3. [B]GM (Game Master) rules.[/B] No "and's", "if's" or "but's". I will be the GM to moderate the RP be the NPCs (allies, enemies, and bystanders). Now this RPG was meant to give power to the players to control the story. That being said I will only guide the adventure when it needs to be guided. I am not out to get your characters into trouble, but don't take this "freedom" for granted. Because I'm sure if your PCs start acting "a-fool" there will be consequences to include (damage, loss of property, damage to health, imprisonment/capture, death). Now [B]if a debate comes up[/B] or you wish to give advice or comment about something please mention it in OOC and I will take it into consideration. I will listen to reason if an issue arises but the GM's say is final in all decisions. Please keep all arguments and discussions out of the RP thread and to be discussed on the OCC thread. The GM will hear out every side of the story or issue before making a final decision, but remember this is all for fun and story and not to be taken too seriously. 3. [B]Death:[/B] as mentioned earlier, when it comes to taking damage to your player character I will tell you if damage is minor, major, serious, critical, or fatal, but I am only attempting to make this RP as realistic as possible so put yourself into the situation and ask yourself with question "If I was in this situation in real life as this character, what would I do?" before you decide to jump off a bridge or single-handedly take on a squad of stormtroopers. 4.[B]No God-modding[/B] (controlling the actions events of other PCs or NPCs) , [B]or meta-gaming[/B] (using outside knowledge that your PC would not have in the RPG for your own advantage (for example, a conversation between two characters when your character is not present). 5. I will give you [B]descriptions of the environment[/B]t and you will perform actions in your posts, if you have questions about the environment put them in Out of Character format: (how many guards are at the gate? How many exits are in the room? what kind of weapons are they wielding?) [B]and I will answer them.[/B] 6. [B]Combat.[/B] Combat can be initiated in one of two ways [B]self-initiated[/B] when your character intends it, or when the [B]GM initiates combat through hostile NPCs[/B]. When this happens you will post your character's actions and maneuvers, and the [B]GM will respond with the outcomes[/B] (damage,doge ect). You are not authorized to determine outcomes. 7. [B]Combat Rules:[/B] Every combatant takes a turn with only [B]ONE action, and ONE maneuver[/B], or [B]TWO maneuvers and NO action[/B]. [B]Maneuvers[/B] -Aiming a weapon -moving (walk, run, crawl) -opening a door -diving behind cover/taking cover -standing up -assisting other PCs or NPCs -guarded stance -interacting with environment (flipping table over, hefting crate, shove barrel) -manage equipment (draw, holster, ready, load ammo) -mount/dismount [B]Actions[/B] -firing weapon -punching, wrestle, melee -slicing computer -opening locked door -instructing allies with orders -performing first aid on allies -sneaking up on vigilant foes -climbing a cliff, ladder, fence -using Force-abilities (if applicable) 8. [B]Have fun. [/B] :rollin ________________________________________________ [B](CHARACTER CREATION)[/B] Step 1: [B]Create Character Concept and Background[/B]. Each character starts out as an idea. Is your character background "Down and Out", "Middle Class Struggles", "High and Mighty", or an "Outsider." Once a player determines his/her former background then consider what caused him/her to enter the nebulous and dangerous world of Edge of the Empire. Was it a single or traumatic event? There are several hooks to choose from "Opportunity Knocks", "Higher Calling", "Enemies and Antagonists", "Failure of Character", and "Wrong Place, Wrong Time". Step 2: [B]Choose Obligation.[/B] Each player starts with [B]at least one[/B] obligation. An obligation may be a tangible one such as a debt owed or a bounty on one's head, or a intangible one such as a favor or familial duty. Pick an obligation [B]that makes sense[/B] for your character's backstory. [B] Obligation has a huge effect[/B] on the storyline and actions in the adventures. For example, a character with a bounty on his head may run into trouble with bounty hunters or a criminal may be hunted down by the Empire or security forces. Taking a secondary obligation will allow a starting character to start with 2,500 extra credits versus the standard start with 500. Once you select an obligation create background for the obligation so the GM may create NPCs and storyline for your character's environment. Obligations can be settled in roleplay and additional obligations[B] can also be gained[/B] (for example, double-crossing a Hutt, or Imperial Entanglements). [B]Obligation's List[/B] -Addiction -Betrayal -Blackmail -Bounty -Criminal -Debt -Dutybound -Family -Favor -Oath -Obsession -Responsibility Step 3: [B]Choose a Species:[/B] Characters have a wide variety of species to choose from in the SW galaxy, but there [B]are several you cannot choose [/B]based on the time of this RP during the Galactic Civil War after the movie "A New Hope" or it just doesn't make sense (for example, Sith, Miraluka, Sand People, Yoda's species, Ewok, Taung, even Chiss) Common Species List (other proposed species must be accepted by GM) -Human -Bothan -Droid -Gand -Wookiee -Trandoshan -Twi'lek -Rodian -Mon Calimari -Gungan -and many more... Step 4:[B] Select a Career and Specialization[/B]. Every character has a line of work that fits with their backstory. Every career and specialization have ranks of different skills depending on the path. [B]Choose ONE career, and ONE specialization.[/B] New skills and specializations can be purchased along the way in RP. [B]Careers[/B] -specializations [B]Bounty Hunter[/B] (Choose 4: Athletics, Brawl, Perception, Piloting (Planetary), Piloting (Space), Ranged Heavy, Streetwise) -Assassin (Choose 2Melee, Ranged Heavy, Skullduggery, and Stealth) -Gadgeteer/Tech (Choose 2: Brawl, Mechanics, Coercion, Ranged Light) -Survivalist (Choose 2: Knowledge (Xenology), Perception, Resilience, Survival) [B]Colonist[/B] (Choose 4: Charm, Deception, Knowledge (Core Worlds), Knowledge (Education), Knowledge (Lore), Leadership, Negotiation, Streetwise) -Doctor (Choose 2: Cool, Knowledge (Education), Medicine, Resilience) -Politician (Choose 2: Charm, Coercion, Deception, Knowledge (Core Worlds)) -Scholar (Choose 2: Knowledge (Outer Rim), Knowledge (Underworld), Knowledge (Xenology), Perception) [B]Explorer[/B] (Choose 4: Astrogation, Cool, Knowledge (Lore), Knowledge (Outer Rim), Knowledge (Xenology), Perception, Piloting (Space), Survival) -Fringer (Choose 2: Astrogation, Coordination, Negotiation, Streetwise) -Scout (Choose 2: (Athletics, Medicine, Piloting (Planetary), Survival) -Trader (Choose 2: Deception, Knowledge (Core Worlds), Knowledge (Underworld), Negotiation) [B]Hired Gun[/B] (Choose 4: Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged Light, Resilience, Vigilance) -Bodyguard (Choose 2: Gunnery, Perception, Piloting (Planetary), Ranged Heavy) -Marauder (Choose 2: Coercion, Melee, Resilience, Survival) -Mercenary Soldier (Choose 2: Discipline, Gunnery, Leadership, Ranged Heavy) [B]Smuggler[/B] (Choose 4: Coordination, Deception, Knowledge (Underworld), Perception, Piloting (Space), Skullduggery, Streetwise, Vigilance) -Pilot (Choose 2: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)) -Scoundrel (Choose 2: Charm, Cool, Deception, Ranged Light) -Thief (Computers, Skulldugery, Stealth, Vigilance) [B]Technician[/B] (Choose 4: Astrogation, Computers, Coordination, Discipline, Knowledge (Outer Rim), Mechanics, Perception, Piloting (Planetary)) -Mechanic (Choose 2: Brawl, Mechanics, Piloting (Space), Skullduggery) -Outlaw Tech (Choose 2: Knowledge (Education), Knowledge (Underworld), Mechanics, Streetwise) -Slicer (Choose 2: Computers, Knowledge (Education), Knowledge (Underworld), Stealth) [b]Force Exile[/b] (A rough knowledge of the Force, with minor skill, or undeveloped prowess) -Mystic -Darksider -Forsaken Jedi Step 5:[B]Determine Motivation:[/B] Motivations provide flavor and distinction to every character as to what defines him and what makes him "tick." Three main motivations [B]Ambition, Cause, and Relationship[/B]. [B]Specific Ambitions List[/B] -friendship -love -freedom -fame -greed -status -expertise -wanderlust/novelty -power -religion/spirituality [B]Specific Causes List[/B] -religion/spirituality -the weak/charity -non-human rights -local politics -overthrow the Empire -crime -emancipation -droid rights -capitalism -support the Empire [B]Specific Relationships List[/B] -place of origin -pet -childhood friend -comrades -sibling/siblings -mentor -parents -extended family/clan -droid companion -former nemesis/rival Step 6: [B]Select Gear and Appearance:[/B] Everyone starts out with [B]500 credits[/B] (unless you've taken an additional obligation, if so then [B]3,000 credits[/B]) plus starting equipment, I will let [B]you determine what your character starts with[/B] such as tools weapons, gear and armor, [B]but it must be appropriate to your character and back story[/B] (I may have you edit it if I feel you have gone outside the boundaries of "grace"). Keep in mind your character is still making a name for himself/herself you are a "nobody" neither famous or infamous, but it doesn't mean you can't become something. You aren't the best of the best, you aren't the most notorious criminal or most wanted bounty, but it doesn't mean you can become a legend. This is where you begin your tale. Step 7: [B]Approval:[/B] I will look over your character and either [B]accept or deny[/B] based on my findings or [B]I may ask you to make some minor/major adjustments[/B]. Once you have been approved we will wait to start with (3 minimum) and begin the RP. ________________________________________________________ [B]The Story: Clouds, Casinos, and Crime[/B] Our PCs will start out on [B]Cloud City[/B] which presides over the Gas giant of [B]Bespin[/B]. Every PC will begin this adventure at the [B]Hole-in-the-Wall [/B]cantina, club, and casino where the introductions shall begin. Hole-in-the-Wall is located in [B]Port Town [/B] level 123 of Cloud City and is known attraction to the cities [B]wretched hive of scum and villainy.[/B] For whatever reason your character is on Cloud City, looking for work, running from trouble, or making a new life... there is much to be accomplished. [B]Bespin/Cloud City Information[/B] Bespin is located in the Bespin system, Anoat Sector, [B]Outer Rim region[/B]. Bespin's "government" is made up of guilds [B]neither Imperial or Rebel aligned.[/B] Bespin's [B]population 6 million[/B]: 68% Humans, 8% Ugnaughts, 6% Lutrillians, 18% other). Comman language spoken is [B]Galactic Basic[/B]. Terrain is [B]gas clouds[/B]. Cloud City is the [B]capitol[/B] of Bespin and the center for the system's entertainment, government, trade, and crime. Cloud City was an outpost and a tibanna gas mining colony, named as such because it was perpetually surrounded by giant clouds. The city floated 60,000 kilometers above the core of the gas giant. It contained a large and famous luxury resort district on its upper levels, complete with hotels and casinos.[B]Major exports:[/B] tourism, Tibanna Gas, cloud cars. [B]Major imports:[/B] consumables, industrial goods. Cloud City was designed by an Alderaanian Architect and constructed by an entrepreneur Ecclessis Figg, who planned to conceal his illegal mining operations of Tibanna for blaster weapons with a veneer of legitimate business. To this end he touted his city as a luxury resort and coolant mining operation. Cloud City was nominally controlled in all aspects by the [B]Baron Administrator[/B], though the bureaucracy and administration was controlled by the city's business leaders, known as the Exex, who did not consider themselves subordinate to the Baron Administrator. Furthermore, the Parliament of Guilds was a distinct faction which, by ancient custom, controlled the juries in all the city's courts. [B]Lando Calrissian[/B] won administration of the city from Baron Administrator Dominic Raynor in a Sabacc tournament, and turned the city's "cover" into reality; tourism is one of Cloud Cities major industries. Under Calrissian's rule, Cloud City has risen in prosperity to remain as the undisputed capitol. For many there is no more romantic getaway than a week in the city in the clouds. The top fifty levels of the city house resorts, spas, casinos, shopping centers, theaters, theme parks, chapels--anything that pleases the heart and relaxes the mind. The cities mid-section consists of the facilities for [B]Bespin Motors[/B], and also [B]Port Town[/B], where the locals work and live. At the bottom levels near the main repulsor shaft, a dedicated work force of humans, Ugnaughts, and Lutrillians fly out in trawlers to scoop Tibanna from the atmosphere, then return to package the mined gas for export. Cloud City consisted of 392 levels, in addition to a top-side surface-level concourse. The level-arrangements were as follows: Level 1–50: Luxury hotels and casinos which made the city famous throughout parts of the Outer Rim. Level 51–100: Upscale housing areas. Level 101–120: Administrative offices. Level 121–160: Privately owned industrial areas with an infamous reputation, known as Port Town. Level 161–220: General housing of the facility's workers. Level 221–280: Factories. Level 281–370: Gas refineries and miners' quarters. Level 371–392: Contained the 36,000 repulsorlift engines and tractor beam generators that kept the city afloat and in position. [B]Port Town [/B]was an area of Cloud City that had an [B]infamous reputation[/B] for being the home of [B]smugglers, criminals, and outlaws. [/B]It covered [B]levels 121 through 160[/B] of the city and was filled with industrial-scale loading bays, as well as areas that were pretty cheap to rent due to their unattractive surroundings. Port Town was the [B]site of illegal trafficking and gambling rings[/B], which were difficult to shut down permanently, due to the [B]wide dispersion of gambling halls and cantinas[/B] throughout the industrial compounds. The [B]Bespin Wing Guard[/B], informally known as the [B]Bespin Security Guard, Cloud City Wing Guard, or Cloud Police[/B], whose members sometimes were called [B]Bespin Cops,[/B] was the primary security force of Cloud City on Bespin. The Wing Guard[B] comprised the largest segment of Cloud City Control[/B], and was placed under the command of the [B]Baron Administrator[/B] of Cloud City, the city's [B]central computer[/B], or the Administrator's cyborg aide [B]Lobot[/B]. The Security Guards operated out of the [B]Cloud City Security Tower. [/B]Wing Guards were [B]not simply security guards[/B] on Cloud City; [B]officers had a range of duties[/B], from police to [B]meteorologists, customs inspectors, and crisis controllers[/B]. A squadron of [B]"commando pilots"[/B] to help protect the city Wing Guards dressed in [B]dark blue uniforms with red and gold trim[/B] and had dark blue helmets. Most carried [B]silver Relby-k23 blaster pistols (light)[/B]. The elite Wing Guards (emergency response team) under Lobot wielded [B]A280 blaster rifles (heavy)[/B]. The [B]Security Tower[/B] was a tower in Cloud City on Bespin used as a [B]detention center[/B] by the Bespin Wing Guard. [B]Cloud City Control[/B] was the [B]primary law enforcement agency[/B] stationed in Cloud City on the planet of Bespin.