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reem The Rebel

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“Scoundrel. I like the sound of that.”
–Han Solo

A long time ago in a galaxy far,
far away....

STAR WARS: EDGE OF THE EMPIRE

It is a dark time for the galaxy. Striking from their hidden base, the Rebel Alliance has destroyed the evil GALACTIC EMPIRE's 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....

________________________________________

(Playing the Game/RPG)

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.

(Rules)

1. Follow the rules of the Forum.

2. When writing a post only write about your character. Specifically (your character's thoughts, emotions, visions/dreams, words, actions, maneuvers, descriptions, interactions with environment and other players and NPCs without violating PCs or NPCs.

3. GM (Game Master) rules. 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 if a debate comes up 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. Death: 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.No God-modding (controlling the actions events of other PCs or NPCs) , or meta-gaming (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 descriptions of the environmentt 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?) and I will answer them.

6. Combat. Combat can be initiated in one of two ways self-initiated when your character intends it, or when the GM initiates combat through hostile NPCs. When this happens you will post your character's actions and maneuvers, and the GM will respond with the outcomes (damage,doge ect). You are not authorized to determine outcomes.

7. Combat Rules: Every combatant takes a turn with only ONE action, and ONE maneuver, or TWO maneuvers and NO action.

Maneuvers
-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

Actions
-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. Have fun.

________________________________________________

(CHARACTER CREATION)

Step 1: Create Character Concept and Background. 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: Choose Obligation. Each player starts with at least one 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 that makes sense for your character's backstory. Obligation has a huge effect 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 can also be gained (for example, double-crossing a Hutt, or Imperial Entanglements).

Obligation's List
-Addiction
-Betrayal
-Blackmail
-Bounty
-Criminal
-Debt
-Dutybound
-Family
-Favor
-Oath
-Obsession
-Responsibility

Step 3: Choose a Species: Characters have a wide variety of species to choose from in the SW galaxy, but there are several you cannot choose 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: Select a Career and Specialization. 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. Choose ONE career, and ONE specialization. New skills and specializations can be purchased along the way in RP.

Careers
-specializations

Bounty Hunter (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)

Colonist (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)

Explorer (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)

Hired Gun (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)

Smuggler (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)

Technician (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)

Force Exile (A rough knowledge of the Force, with minor skill, or undeveloped prowess)
-Mystic
-Darksider
-Forsaken Jedi

Step 5:Determine Motivation: Motivations provide flavor and distinction to every character as to what defines him and what makes him "tick." Three main motivations Ambition, Cause, and Relationship.

Specific Ambitions List
-friendship
-love
-freedom
-fame
-greed
-status
-expertise
-wanderlust/novelty
-power
-religion/spirituality

Specific Causes List
-religion/spirituality
-the weak/charity
-non-human rights
-local politics
-overthrow the Empire
-crime
-emancipation
-droid rights
-capitalism
-support the Empire

Specific Relationships List
-place of origin
-pet
-childhood friend
-comrades
-sibling/siblings
-mentor
-parents
-extended family/clan
-droid companion
-former nemesis/rival

Step 6: Select Gear and Appearance: Everyone starts out with 500 credits (unless you've taken an additional obligation, if so then 3,000 credits) plus starting equipment, I will let you determine what your character starts with such as tools weapons, gear and armor, but it must be appropriate to your character and back story (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: Approval: I will look over your character and either accept or deny based on my findings or I may ask you to make some minor/major adjustments. Once you have been approved we will wait to start with (3 minimum) and begin the RP.

________________________________________________________

The Story: Clouds, Casinos, and Crime

Our PCs will start out on Cloud City which presides over the Gas giant of Bespin. Every PC will begin this adventure at the Hole-in-the-Wall cantina, club, and casino where the introductions shall begin. Hole-in-the-Wall is located in Port Town level 123 of Cloud City and is known attraction to the cities wretched hive of scum and villainy. 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.

Bespin/Cloud City Information

Bespin is located in the Bespin system, Anoat Sector, Outer Rim region. Bespin's "government" is made up of guilds neither Imperial or Rebel aligned. Bespin's population 6 million: 68% Humans, 8% Ugnaughts, 6% Lutrillians, 18% other). Comman language spoken is Galactic Basic. Terrain is gas clouds. Cloud City is the capitol 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.Major exports: tourism, Tibanna Gas, cloud cars. Major imports: 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 Baron Administrator, 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.

Lando Calrissian 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 Bespin Motors, and also Port Town, 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.

Port Town was an area of Cloud City that had an infamous reputation for being the home of smugglers, criminals, and outlaws. It covered levels 121 through 160 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 site of illegal trafficking and gambling rings, which were difficult to shut down permanently, due to the wide dispersion of gambling halls and cantinas throughout the industrial compounds.

The Bespin Wing Guard, informally known as the Bespin Security Guard, Cloud City Wing Guard, or Cloud Police, whose members sometimes were called Bespin Cops, was the primary security force of Cloud City on Bespin.

The Wing Guard comprised the largest segment of Cloud City Control, and was placed under the command of the Baron Administrator of Cloud City, the city's central computer, or the Administrator's cyborg aide Lobot. The Security Guards operated out of the Cloud City Security Tower. Wing Guards were not simply security guards on Cloud City; officers had a range of duties, from police to meteorologists, customs inspectors, and crisis controllers. A squadron of "commando pilots" to help protect the city

Wing Guards dressed in dark blue uniforms with red and gold trim and had dark blue helmets. Most carried silver Relby-k23 blaster pistols (light). The elite Wing Guards (emergency response team) under Lobot wielded A280 blaster rifles (heavy). The Security Tower was a tower in Cloud City on Bespin used as a detention center by the Bespin Wing Guard. Cloud City Control was the primary law enforcement agency stationed in Cloud City on the planet of Bespin.
Hidden 10 yrs ago Post by dereken
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dereken Nobody important

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I'm interested. I'll get a CS up soon.
Hidden 10 yrs ago Post by reem
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reem The Rebel

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dereken said
I'm interested. I'll get a CS up soon.


I look forward to seeing your PC. Now we just need two more interested players to start up the RP. If you know anyone that would be interested feel free to invite them.
Hidden 10 yrs ago Post by Ollumhammersong
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Ollumhammersong

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I'll see about possibly getting a cs up on this.
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gowia Buried in a Book

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Let me know if it needs any changes.:)
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reem The Rebel

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gowia said
Let me know if it needs any changes.:)


Excellent job, congratulations, your character is the first accepted PC. No changes necessary, I loved the back-story. This RP is perfect for mercenaries. Just watch out for the Hutts but I'm sure your character is aware of that. Also noted the Emperor's spies are everywhere... Welcome to the RP! I look forward to seeing your character in action.
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reem The Rebel

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gowia said
Let me know if it needs any changes.:)


Excellent job, congratulations, your character is the first accepted PC. No changes necessary, I loved the back-story. This RP is perfect for mercenaries. Just watch out for the Hutts but I'm sure your character is aware of that. Also noted the Emperor's spies are everywhere... Welcome to the RP! I look forward to seeing your character in action.
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reem The Rebel

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My faith in this site is falling, anyone know any similar forum we can relocate?
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Dredigan Da Chief

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I'm interested in this but only if it will be on this site. I don't want to start using two roleplaying sites.
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reem The Rebel

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I'm fine with using this site, its only that this site keeps blocking me from posting/viewing its contents due to poor maintenance/constuction
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Dredigan Da Chief

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Well this site, if you didn't know, has just changed. They had it set up fine before but they just began construction of a new site so some features aren't here yet. I'll write up a Cs soon, tonight or tomorrow. I might get it mixed up so if I do please just tell me how to fix it.
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Dredigan Da Chief

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reem The Rebel

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Dredigan said
Adoniram El-Therias


Very nice backstory indeed, I like your character's obligations, rich in detail and perfect for NPCs. Your character is accepted. My only question to you is your rival Mark Chee, did you want me to create this NPC or did you have anything other than a name?
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Dredigan Da Chief

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Yes I do. I'll private message you the details.

EDIT: I sent you the details
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reem The Rebel

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Message received, now we wait for dereken and Ollumhammersong to get accepted, before we start the first adventure.
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dereken Nobody important

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There it is.
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reem The Rebel

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dereken said
There it is.


Your character is accepted, since you have taken the smuggling route and the adventure will need a ship, I'm granting "your father's ship" to be the YT-1300 Light Frieghter (although I need to know the name) standard freighter with slight modification and smuggling compartments.

Hull type/Class: Freighter/YT-1300
Manufacturer: Corellian Engineering Corporation
Hyperdrive: Primary: Class 2, Backup: Class 12
Navicomputer: Yes
Sensor Range: Short
Maximum Speed (atmosphere): 800 km/h
Crew:1-2
Cargo Capacity: 165 metric tons
Passenger Capacity: 6-15
Consumables: 2 months
Worth: Used/minor customizations 30,000
Customization hard points: 6
Weapons: One Dorsal and One Ventral Turret Mounted Medium Laser Cannon
Shields: standard/medium

Also noted the "mercenary" mentioned in the history, will not be tagging along for the beginning of the adventure everyone begins without companions, but the NPC could be used as a contact or future ally in the RP. Mind I will control all NPCs to include allies and enemies.

Alright, everyone ready? I have the minimum to kick off the RP. I'll get the RP up soon. All other interested players must get their PC accepted and given instructions from GM on opening post, so I can introduce you properly into the story.
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dereken Nobody important

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Okay then. Our hero's ship will be The Scrap Heap .
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reem The Rebel

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Alright IC is up and ready for opening posts just a reminder to allow me to control NPCs and the environment but feel free to roam around and do whatever. You can talk/interact with each other without me needing to step in, but allow it Turn by Turn. Every PC must wait for me to reply with a response before posting another Turn when dealing with NPCs.
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Dredigan Da Chief

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I can't find the IC :P Would you mind linking it?
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