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This is the ship upon which you're on board. This section contains the deck plans to help you navigate your way around the ship as well as some of the technical specifications and a run-down of the model's production history.





As we progress in our adventures, we'll learn more and more about the galaxy we live in and the people around us. There are hundreds of intelligent species throughout the universe, and they each have unique differences that gives them advantages and disadvantages. Some species, as you will see, even have an extreme sexual dimorphism which will affect the traits of the different sexes of those species.

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“The galaxy has seen the rise and fall of empires and republics alike throughout the millennia. With each new era, a new reason to fight; likewise, running parallel an everlasting constant, more of the same fighting without reason. Conflict can ebb and flow, but never is it truly gone, nor should it be – the true balance of the Force is found in the light harmonizing with the dark. For one cannot exist without the other, and if made so, there is no true balance. A new dark lord will rise, and behind them will billow a cloak of followers that blots out the sun to return balance, or a new avatar of light to teach serenity to the lost and mercurial. This is the will of the Force.”
An ancient Sith holocron, author unknown




We are taken back to 3600 BBY, in the throes of the Old Republic era. Long before the Clone Wars and the days of Obi-Wan, and even longer before the Galactic Civil War between Darth Sidious' Empire and the rebellion. In these days, the Sith are a numerous and organized force, where the Rule of Two has not yet been set by Darth Bane. They are the upper echelon of Imperial forces, and nearly all acolytes can be found training on Korriban before their apprenticeship to a Sith Lord. Likewise, the Republic found allies in the Jedi Council, whose tenets teach peace and find abhorrence in the Sith's code of passion and emotion – a practice that often brings about chaos and destruction when not morally tempered. In a time of such strife, heroes and legends are made. Their stories get told throughout the ages so that their lessons may be learned, but not all stories told are about the battlefield. Some of the greatest stories of victory, tragedy, of fearsome men and women or of the virtuous, are of people in the background. Of those living parallel to history, and not all are remembered.

One such story is that of the Order of Revan. A collection of cultists devoted to the teachings of Revan, a fallen Jedi turned Sith, and Sith turned enigma. A powerful force-sensitive who embraced both sides of the Force, and the order of his followers, the Revanites, did so as well. Comprised of both former Sith and Jedi who seek balance and power through understanding. Story also goes that the order was organized on Dromund Kaas, the center of the Sith Empire, and was destroyed upon its discovery and the empire from thereon worked to erase all memory of their “heresy”. Another story is that of The Great Hunt, where bounty hunters across the galaxy participate in a galactic competition and be dubbed the greatest hunter of their time. Marks ranging from admirals, to Sith Lords, to Jedi, or system-renowned assassins. Any high-end mark that pissed off someone powerful enough to pay big money for their death is fair game – and the hunters, the mercenaries, must also kill another hunter assigned the same target. Most bounty hunters don't leave the Great Hunt alive. And any hunter found participating in this Great Hunt are often hunted down themselves, whether it be by the Empire or by the Republic. Either government would serve themselves well to quash such dangerous activities.

One of the urban legends tells of a ship, one named the Black Rancor. A modified freighter, so perhaps not as large as the name might suggest, but none the less formidable. It belonged to a pirate, Captain Barrigarter Oai, the Cannibal of the Outer Rim. For his crew hunted down not traders, but other pirate vessels. Leaving not a soul alive, and salvaging all the was left of their ships to further modify their own or to sell. Despite this seemingly noble calling, he was no less a pirate than any other, and not treating him accordingly promised a quick end to those who hesitated in pulling the trigger. His tale came to a close when he and his crew crossed the crime organization, the Exchange. Lured into a trap, a fleet of their vessels nearly destroyed the Black Rancor, and reportedly took it as their own with none of the crew left alive.

These stories only mean so much until it’s time to earn your next paycheck, though. These aren't your stories. Your story has kept you away from the war for the most part. Likely, you have been living from job to job, taking whatever it is you can get. Perhaps you're a smuggler, just doing what you can to get by. Maybe you're a bounty hunter, and no mark is too low or too high. A trooper on leave, or a deserter, and you just want to leave the war behind you. An imperial agent or officer who found their actions to weigh too heavy on their mind and retired – or perhaps you're a jedi on pilgrimage. A padawan seeking to learn the ways of the Force, or a knight trying to find balance again, who's wrestling with the dark side of the Force. You could be a Sith acolyte who sees truth in their Sith code, but practices it in a manner far less destructive than the rest of their religious sect, or an apprentice or lord who had found the light and now sees the world with different eyes. You could be either Jedi or Sith, and decided to abandon or go into exile – to hide, or to avoid all of the drama. Even droids, whether assigned on a task or mission by your master, serve alongside them, or have simply become autonomous from having gone too long without a memory wipe. There's no limit to who you are, but there is one thing that has brought you here: everyone always needs credits.

For one reason or another, it is at this turn of the century that your destiny has guided your steps to the beautiful garden world of Alderaan, a shining example of the Core Worlds of the Galactic Republic. During your stay, you either came across some form of advertisement, found an anonymous posting, or personally met with a somewhat older man by the name of Varen Kray. For those who met him, you know he's an older, waspish human with salt and pepper hair and gaunt cheeks, though built like a Mandalorian... but all of you know that he's a man who has a ship, a 578-R space transport called The Phoenix, and on that ship, he could be wanting you to pilot. To provide extra muscle. To keep up with the ship's maintenance. To negotiate. It doesn't matter where you come from, he just cares to have any man, woman, or droid on board that is capable of pulling their weight. It doesn't matter for how long, either, but there are bonuses in pledging to be apart of his crew. Contracts earn you only pay, but pledges receive benefits. All you know about the job is that he has to transport cargo from one side of the galaxy to the other through Empire space; from Alderaan to Tatooine, but has failed to provide much more information than that. A job as suspect as it is likely prone to danger. So...

...What are you waiting for?


Introduction



Welcome to the Price of Freedom. I would like to inform you right out of the gate that this RP was originally conceived for a few friends. Please be aware that because of the rather private nature of this roleplay, new applicants will undergo Donald Trump levels of vetting. Just keep that in mind and I apologize if, for any reason, you feel that I may be acting biased or unfair. Feel free to privately bring it to my attention if you feel unwelcomed and I'll try my best to rectify that error.

(Also consider that I'm naturally just very picky and your sheet will very likely have been placed under high scrutiny anyways.) Do not feel intimidated or dismayed, though! I will work with you to make any improvements if the rough draft doesn't make it through. I am not in the business of turning away interested players and potential friends!

With that disclaimer out of the way, and to avoid further digression, I’ll now explain on what to expect: this roleplay will combine elements from both traditional tabletop mechanics with writing based, forum-styled posting. This will allow us to not only write out an engaging story, but also measure what exactly your characters are capable of in order to maintain fairness and consistency. Now that might sound daunting, but let me assure you, I and my co-GM, @He Who Walks Behind, will be crunching all of these numbers behind the scenes so that you can focus on your writing. This might take a bit of autonomy away from you as the player, but it also ensures that we will be engaging one another consistently and that I will be taking an active roll in helping you tell the story of your character. If you happen to be struggling with any Star Wars lore, ask openly in the thread! My co-GM and I will do our best to get you the right answers, and you’re guaranteed to find at least one knowledgeable Star Wars fan in the thread.

These numbers will only come into play should you try to perform some kind of task that isn’t a guaranteed success. This provides a very real and palpable presence of chance and probability that would otherwise be artificially devised. Ergo, you don’t know what’s going to happen and the palpable sense of risk feels real. That’s good. Building that connection with your character makes them memorable. The numbers will not come into play when you’re simply interacting with your fellow players in a conversation unless you want it to. If you want to share things, make your own plans, that’s fine. If you want your character to, for instance, manipulate, lie to, or persuade another character and the other player wants to leave it to the roll of a die, then I or the co-GM will roll dice that’s modified by your Persuade skill and Personality stat.

I am also here to help your character. I’m not against the rule of cool! If in a moment of crises, and your character is struck by inspiration to perform something truly amazing, I might roll dice to see if they succeed… or maybe I might allow it. Your character saves the day and gets their chance beneath the spotlight (if you can tell I’ve been taking tips from Matthew Mercer... shh!). These are moments I would use very sparingly, but don’t get the impression that I’m not in your corner.

Otherwise, all of the basic rules apply:
  • Don’t be an ass wagon. Seriously though, no god-modding - your character can’t do anything that’s beyond their ability or skill level to perform.
  • No meta-gaming - your character doesn’t know anything they’d have no reason to know, and that’s often dictated by their backstory. Nobody gets special passes on these.
  • No characters of the evil alignment - it simply makes no sense for them to be traveling with others in the way you’ll be. If your character embraces the dark side, that's one thing. If they endorse galactic subjugation and eating black licorice, that's another. I assure you, they won’t last very long.
  • Stick to the setting - the roleplay takes place in the Old Republic era, which means that some of the stuff you know won't apply here because: A, that thing wasn't invented yet, or b, that person wasn't born yet.
  • Finally, when submitting your character template, do so by sending it to myself and the co-GM first in a group PM. If you are accepted, you will be directed to post it under the Character Tab without the Backstory section. This way, the others are given a chance to explore your history and learn about your character instead of it all being right there in the open. It also allows just my co-GM and I to help you with your sheet if it doesn't pass right away without everyone else jumping in.


These rules are pretty lax, and most of the restrictions really reside within the universe’s lore, which the co-GM and I will try to enforce. Just be sensible and it’ll be smooth sailing.

Some good resources to be using is the Wookiepedia, content from the Knights of the Old Republic games and the Star Wars: The Old Republic MMORPG.

Now, let’s build your character!


Building Your Character



First, get the idea in your head. Keep in mind the top of the OP, virtually anything goes, but you must be aware of one important thing: this is a story of a crew trying to keep away from the war. They might be running away from it or maybe they were never apart of it. Whatever it is, even if they had chosen a side in the past, those ties are long gone. Neither the Republic nor the Empire are your friends. The Jedi, the Sith? You walked away from them.

Are you there yet?

If you're reading this, I'm going to assume you are - awesome! Before we go any further, familiarize yourself with the homemade class, stat, and skill system I've put in place. The names are a little different from the traditional attributes in most RPGs, but the concept is still the same and should be recognizable. If you're unfamiliar these sort of mechanics, don't you worry. Stats are basically a measure of your character's ability, whereas the skills determine what they can do, what they know, what they're capable of and how well they can do those things. You can have virtually no Personality and still be able to Persuade someone, though with a slight disadvantage. The difference is in how it's implemented, such as using logic instead of your charisma.

You get 2 Skill points per point invested in Acumen, or your intelligence stat. Your Skills are reminiscent of the skills in the Knights of the Old Republic games and they are governed by your Stats, and what that means is that your stats will have a marginal effect on rolls for the Skills that they govern. The effect that your Stats will have on your Skill rolls aren't very noticeable, so don't worry about trying to min-max and just try to make the most interesting character you can think of!


CHARACTER TYPES



FORCE-TRAINED:
This refers to any character is a Jedi, Sith, or any other type of character that is capable of using Force powers, whether its pushing, suggesting, or throwing lightning. Just because you have a couple of points in the Force stat doesn't mean you can use Force powers. It takes years of dedication and intense training to attune yourself to the Force in such a way that you can harness it, so your history section should reflect this. Force-Trained-type characters are also the only ones that can reliably wield lightsabers. In any other hands, they would clumsily swing it around until they accidentally sever off one of their body parts with it. On the other hand, most powers require a free hand or most of your focus, so even a master of the Force will find their powers drastically weakened by the encumbrance of heavier armor and gadgetry. Force powers, being quite a potent advantage in this roleplay, may present some balance issues. For this reason, look to the powers in Knights of the Old Republic II and keep in mind the fatigue that can occur from overusing Force Powers. As someone who is Force-Trained, you haven't had much time to invest into skills, but you spent a lot of time practicing self-mastery. Whether its training your body, mind or tongue, you have 2 extra Stat points.

EXPERT:
Experts refer to any living and biological character that is not trained in the force. If you are an Expert-type character, you have likely devoted your life to a certain practice. While the people training in the Force have spent their time meditating, you've likely been practicing your craft. You have the advantage of heavier armor and gadgetry. It is difficult to use the Force to its best capability when decked out in Mandalorian armor and carrying a mini-gun or something, but you don't have to rely on the Force. Okay, so maybe you're not a heavy trooper, maybe you do have equipment like jetpacks or stealth generators. Maybe you have grenades. Take a look at the list of Star Wars technology and you pretty much have access to most of it (assuming it's time period appropriate, of course). There are plenty of things to level the playing field when fighting jedi or sith - assuming you are a fighter - thankfully, the disadvantage of not being a crazy space monk has taught you to think outside the box when confronting new challenges. Because of your time spent into mastering skills, you have 2 extra Skill points in addition to the points granted by your Acumen.

DROID:
Droids are any intelligence residing within a robotic body and are entirely artificial and are usually built for specific purposes. Protocol droids are often built with the knowledge of thousands of languages and diplomacy protocols, or with the knowledge of laws and regulation and so forth. Astromech droids were built for piloting and repair, and are usually chock full of gadgetry which makes them flexible in almost every situation. Battle-droids are build for the express purpose of combat. That usually gives them some armor plating and built-in weaponry. Some droids are particularly dubious, such as assassin droids, which are practically a combination of different droid types and often masquerade as protocol droids while fulfilling the purpose of battle-droids and possessing the flexibility of astromechs. These droids are controversial in nature, not just because of their purpose, but also because of the programming that enables them to lie. Because Droid-type characters do not necessarily train themselves for anything and their capabilities are built in, you don't have to account for any installed gadgetry in your weight capacity and you have 1 extra Stat point and 1 extra Skill point in addition to the points granted by your Acumen.


STATS


You have 6 Primary Stats and 2 Secondary Stats. Primary Stats are the archtypical attributes which define your character's capabilities. Secondary Stats are calculated by those attributes that help us determine other minor, but important capabilities.

Primary Stats begin with having a value of 1/10. Think about it, having a 0 in any of them would practically make them useless or brain-dead, and the force runs through all living things. The only unique exception to this are droids, which begins with a 0/10 value for their Force stat and can never go any higher than that. Likewise, theses stats cannot go higher than 10/10. Consider 5/10 points to be the average for your character's race and character-type. The number of points you have to spend guarantees that you can pull off being a jack of all trades, being pretty good at a few things and not so great at others, or being awesome at a couple of stuff and bad at most of them. This gives your character some needed flaws while still illustrating the fact that your character is a cut above the rest of the common folk.

The number of stat points you are allotted will change depending on your Character-Type:

Expert-type characters will have a total of 25 points to spend on Primary Stats.

Droid-type characters will have a total of 26 points to spend on Primary Stats.

Force-Trained-type characters will have a total of 27 points to spend on Primary Stats.

This means, when you add them all together, you'll end up with a total of 31 points for Expert and Droid-type characters and 33 for Force-Trained characters.

Fitness – measures your health, endurance, speed, and athletic ability.

Power – measures how much physical strength you possess, which affects your carrying capacity and your ability to cause physical damage.

Coordination – measures your dexterity, aiming and precision, grace, balance, and piloting.

Acumen – measures your intellect and wisdom, how knowledgeable you are, and how many skills you have.

Personality – measures the strength of your personality; your charisma, persuasiveness, and leadership.

Force – in Force-Trained-type characters, Force sensitivity points measures your sensitivity to, well, the Force. In Expert-type characters, it measures your luck, awareness, intuition, and can have other mysterious effects.

Vitality - measures your Hit Point total, or HP, which when taken to 0, determines the disabling of a character. Making a Death Saving Throw and succeeding stabilizes your character, but you are still Disabled until given proper medical attention is given. Failing three Death Saving Throws in a row kill the character. Your character's Vitality is calculated by 2 HP per point invested in Fitness and 1 HP per point invested in Power. You do not put any points into this yourself.

Carrying Capacity - measures the amount of weight your character can carry and not be too over-encumbered to run, use skills, or fight. This is calculated by 5 KG per point invested in Power and 2.5 KG per point invested in Fitness. Your total carrying capacity is considered to be 50% more than your Carrying Capacity. You do not put any points into this yourself.



SKILLS


Skills are handled a little different from Stats! They all start off at a value of 0/5, and the number of Skill points you have to spend is determined by your Acumen. You get 2 Skill points per point invested in Acumen. This means the maximum number of Skill points possible is 20 (not considering character-types), and that would require your character to be an unequivocal genius with 10/10 Acumen. Even then, you would not be able to master all of the Skills (which would require 40). Nobody is good at everything!

Awareness – Governed by Force, Awareness allows you to notice small details, from spotting mines to changes in behavior.

Computer Use - Governed by Acumen, Computer Use allows you to hack into programs and navigate through not only the data streams, but the cockpit of a starship.

Demolitions – Governed by Acumen, Demolitions allows you to set and recover mines safely, and determines how knowledgeable you are about explosives, including how to make them.

Persuade – Governed by Personality, Persuade allows you to make a person share information they might be reluctant to share.

Repair – Governed by Acumen, Repair allows you to fix disabled mechanical devices such as droids and ships.

Security – Governed by Coordination, Security allows you to access electronic devices, such as passing through locked doors and containers.

Stealth – Governed by Coordination, Stealth allows you to pass by quietly and unseen, and determines how proficient you are with stealth generators and other camouflage devices.

Treat Injury – Governed by Acumen, Treat Injury allows you to perform first aid, medicate injured people, or even surgery.

For a sense of scale, consider 0-5 to be like the Elder Scrolls skill system:
0 = untrained
1 = novice
2 = apprentice
3 = adept
4 = expert
5 = master


CHARACTER TRAITS



Character traits are little perks that will be granted to you upon the acceptation of your character by myself or a co-GM. What these traits do is provide a little bit of a bonus and a little bit of a flaw that is unique to your character and is determined by your race and your backstory. The reason for this is that so many races have so many unique abilities and weaknesses that cannot be wholly accounted for by your stats, such as extra limbs or supernatural hearing, and your backstory will also affect your capabilities.

Let's start with Racial Traits. A wookie with 10/10 Power shouldn't be comparable to a human with 10/10 Power, so there will be Racial Traits to account for the differences between species (as well as our holistic approach to number crunching). For instance, a wookie might get a minor, circumstantial bonus somewhere else that reflects their culture. A flaw will also be present in the racial trait. So to give you an example of what these minor traits do, a wookie would have:

Claws: You have naturally long, sharp claws. You are intuitively adept at climbing up things quickly, and while they grant damage bonuses in combat, you will suffer a permanent social penalty if you use them for that purpose and be labeled a "Madclaw."


Background Traits will also be issued. Let's assume you are a Republic trooper who went rogue and deserted the battlefield. Your background will reflect your long history of service to the Republic and you will gain circumstantial bonuses that will benefit you outside of combat situations. On the other hand, your ID is also flagged in Republic databases which may get you denied in some places and perhaps even find enemies as Republic officials pursue your arrest. I want Background Traits in particular to have no mechanical benefit within combat, and to instead be there in order to help enrich the story. They will be entirely unique to your character!


Character Templates



When filling out the character template, keep a couple things in mind: First and most importantly, what do you think would be most interesting? We'll let you know if it's possible or not, but being interested in your own character is the best way remain interested in the roleplay and is what makes it all worthwhile.

Secondly, consider what roles might be fulfilled. It's actually not that big a deal that every skill gets filled out by a number of people, and having a ship full of doctors or a ship full of combatants will both meet their fair share of challenges and it would be interesting to see how they handle them. What I mean is that it's important to have characters from different walks of life in order to create variety and spice up the diversity of the roster.

Thirdly, ask yourself if your character has a reason to be with the crew. Lone wolves are fine, but if there's nothing keeping your character bound to the crew, then what's the point in them staying, eh?

Finally, when submitting your character sheet, do so by creating a private conversation between yourself, my co-GM, and I using the guild's private messaging system and sending it to us. This way we can help you work on your sheet if it needs the help without it clogging up the rest of the OOC thread. Should your character be accepted, you will be directed to post your character in the Character Tab without the Backstory section. The co-GM and I will know it, but it will allow the other players to explore your character's history in-game and take genuine interest in your character. If you and another player decide that your characters have history together, you can let them know however much you want.

Remember: Racial Traits and Background Traits will be issued to you by myself or a co-GM. Do not attempt to create your own.






Sources



The Star Wars universe and lore is as wide as the galaxy it resides in, and that means there is a lot of information you might not be aware of or questions you need answered. While my co-GM and I like to think of ourselves as pretty Star Wars savvy, there's a lot even we are not 100% sure of or don't have the answers to. While we certainly help to find that info for you, you might find it easier or faster to look for it yourself instead of waiting for us to see your question and go hunting the answers down for you - we've got busy lives, too. As a disclaimer, the following links might not be the only viable sources available on the internet, so if you find one, let me know and I'll see if it's enough to add to this list. Keep in mind that not all games or forms of media will be helpful. Some might be strictly fanon, or take place too far in the future for the content to be relevant to the Old Republic Era.

> The Wookiepedia - Perhaps the most well known source for Star Wars information with easily navigated pages and a wealth of information on both the canon and extended universes. As a sub-note, there is no wiki exclusive to the Knights of the Old Republic RPGs, but the Wookiepedia can and will cover it all. Fans of KotOR will know that the skill system we have is inspired by those games, so you can bet your money there will be some resources from that media platform that I will try to incorporate within the roleplay (though keep in mind, any of the events in KotOR occurred 400 years in the past).

> Star Wars: The Old Republic Wiki - If you've never played SWToR, give it a shot. Imagine Star Wars in a World of Warcraft type of format. Not only does this MMORPG stay true to the essence of Star Wars, it can also provide a lot of context to the current setting since this form of media is the closest you can get to the timeline this RP will be taking place.
Hidden 7 yrs ago Post by Luminous Beings
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I, for one, would like to hop on Mr. Bones' Wild Ride an exciting new Star Wars RP
Hidden 7 yrs ago Post by POOHEAD189
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I'M IN.
Hidden 7 yrs ago Post by Deft Dreamer
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This thread appears to be most interest worthy, I must therefore head off in search of ideas.
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Go ahead and post sheets if you guys have them, SS and I can look them over whenever you're ready.
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*message us your sheets. We can let you know when they're ready to post in the CHAR tab.

sooper sacret histories
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POOHEAD189 Warrior

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Might take me a few days. Still gotta think on what I wanna do.
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Asura bitch you almost got blood on my timbs

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Expressing interest in either a fast-talking Falleen gunslinger or a Gand findsman. Will likely be ready by Wednesday.
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I would lean more towards the Gand - any character with innate personality-altering characteristics I'm not super inclined towards, as I feel it may upset the balance.
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Eh. I figured a party face might be welcome, and who better than the sexy lizard folk?
Hidden 7 yrs ago 7 yrs ago Post by Spoopy Scary
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Brotha deadass gonna make me tryna balance mind-controlling pheromones 💀

If you really want to go through with it, just be aware there'll be a limit on its usage and it will have steep drawbacks. There's still no guarantee it'll pass, and I'd hate to see you work hard on something just to potentially see it rejected.
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Amaranth the Kasaanda

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Hey! I'm a little late in finding this but I have been fiending for a great Star Wars RP for a while now, so I'm honourbound to ask for entry!
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@Amaranth, better get cooking! Reserving entries is too much of a hassle, so it's first come first served.
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Aye aye! My CS will hopefully be up by tomorrow.
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Force-Trained characters are also the only ones that can reliably wield lightsabers. In any other hands, they would clumsily swing it around until they accidentally sever off one of their body parts with it.


Correct me if I'm wrong but general grievous didn't posses any force abilities, being almost 100% robot, but he still could wipe the floor with any jedi 1v1 or even 1v5 in lightsaber duel. His only weakness was to superb force users like Mace Windu.
So, with the right training and cybernetic enhancements, even if they don't have any force powers, anyone could wield a lightsaber and win against a force user.
On that note, would you allow a character similar to general grievous to play as?
Hidden 7 yrs ago 6 yrs ago Post by Spoopy Scary
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He was mostly robotic and could calculate his spacial awareness, which yes, granted him use of it, but the General's ability was based on intelligence, not mastery. He used strategy and ambush tactics to get the drop on jedi, and he had so many tricks up his sleeve that made him unpredictable. He died to Obi-Wan because the Jedi knew what he was capable of and was able to easily defeat him in a one on one duel.

Any regular person would harm themselves with it. A weightless blade that resists movement takes a lot of training to be any good with it and it takes a sensitive trained in the force to unlock its full capability.

A character with cybernetics I would allow, yeah, but not a droid or cyborg swinging four sabers around.
Hidden 7 yrs ago 7 yrs ago Post by Luminous Beings
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<Snipped quote>

Correct me if I'm wrong but general grievous didn't posses any force abilities, being almost 100% robot, but he still could wipe the floor with any jedi 1v1 or even 1v5 in lightsaber duel. His only weakness was to superb force users like Mace Windu.
So, with the right training and cybernetic enhancements, even if they don't have any force powers, anyone could wield a lightsaber and win against a force user.
On that note, would you allow a character similar to general grievous to play as?


KOTOR II's central message was basically "Jedi are very easy to kill if you know what you're doing, and the Force is not all-powerful", which I'm sure Grievous was partially inspired by. That being said the guy was personally trained by Count Dooku and probably had millions of credits sunk into his cybernetic capabilities alone. I don't think any character with that level of training would be able to fit with a semblance of realistic balance into the RP, and would also have a huge bounty on their head for killing that many Jedi/Sith. A group attempting to maintain a degree of covertness will likely not want a war criminal with them; for example, I politely refuse Joseph Kony's offers to join me and my buddies on a road trip.

Cybernetic enhancements are not out of the realm of possibility, but as with about anything in this RP, it should have realistic and fleshed-out (no pun intended) drawbacks. My character is a physically and psychically powerful individual with great skill at healing, but is aging, has very limited knowlege of the universe at large, is not inclined towards violence, has no formal training, and has language issues. She has her uses, but needs the rest of the crew in order to round out her weaknesses and capitalize on her strengths. General Grievous doesn't need anyone else because he can turn into a blender and carve up anything in his path. As a crew of smugglers, some muscle is ideal, but the captain probably isn't looking for a Jedi-killer for hire - what would be more useful is someone who can open locks, someone who knows a guy, etc, etc.

There is potential for a Jedi Killer character, but it would be more in line as someone from KOTOR II such as
as opposed to General Grievous. The former has uses and versatility on a smuggler's crew; the latter is kind of a one-trick pony that can't really be balanced.
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Hidden 7 yrs ago 7 yrs ago Post by Deft Dreamer
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Deft Dreamer Places Dark and Places Strange!

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A shapeshifting blender sounds like a wondrous character indeed.

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Having consulted the ancient (and to me until known relatively unknown) texts of KOTOR II, I think aiming for something that mimics a Jedi Sentinel will be in line with my interests for this particular RP (with a focus on a reformed, well mostly, Sith).
Hidden 7 yrs ago Post by Luminous Beings
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KOTOR II is the best thing in the entire Star Wars Legends canon IMO. There's this really cool two hour long Youtube video on the philosophy behind one of the central characters in the game and how it interprets the Jedi and the Sith approaches to the Force if anyone has entirely too much free time on their hands. It's just well-written and raises a lot of cool points about a lot of Star Wars stuff that hadn't really been challenged before (for example, how reliance on the Force makes Jedi weak, how Jedi aren't invincible, flaws in their philosophies, etc). I just got through replaying it for the first time in years, it was on sale pretty cheap. Okay done being an Obsidian shill.

Jedi Sentinel would be pretty swanky. Not that a purely offensive Force character couldn't be in the RP, it would just require more of a stretch. Not to min-max, but I'm interested to see what kind of characters we get and if we have any blind spots in terms of stats. I think it'd be hilarious if none of us wound up having one really crucial skill.
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Hidden 7 yrs ago Post by Dragonbud
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