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Name: David Starsea
Species: Human, Corellian
Age: 42

Bio: David's father, Brom, owns the Starsea shipyards, an orbital base above Corellia. His company does not manufacture many ships itself, merely rents out the floating platforms to do so. David grew up in moderate wealth, and fancied himself a hotshot pilot. And it was true, he had quite a talent for it, one nurtured in a small shuttle, almost a toy, that he flew around the shipyards as a child.
When still a young man, he was on the surface of the planet, and found himself drawn into a junk trader's shack. The place was dirty, and David had the technical knowhow to spot that most of what he owned truly could be called junk. But he found a cylinder, long enough to be held with both hands, and was oddly fascinated by it. He bought it, meaning to find out what it was through whatever means he need to employ. He was scheming its dismantling(even imagining it with precognitive accuracy) when he almost ran into Oberon Markel. The two were friends quickly, and Master and Apprentice not long after that. The rest, as they say, is history.

Now, Oberon is gone, and Jedi Master Starsea seeks with great fervor the rebuilding of the Jedi Order.

He used money from his father's company to set up a base on Ilum, which has the advantage of being uncharted even in this day and age, and findable only by a Force sensitive.

Stats and Skills

Dexterity: 2

Perception: 2

Strength: 3
Lightsaber: 5

Technical: 5
Piloting: 7

Force: 3
Farseeing: 4
Telekinesis: 4
Healing: 4

His stats are gong to act as a sample. Please note that I will be adding two extra skill points onto him(and TheUnknowable's Sith Lord character will have two extra as well) to set him apart from his apprentices, but at the moment he has the same number of stats that any other character can be given.

I raised the highest stat level to five, I realized that three was really low. So here's a breakdown to help with understanding, in case anyone needs it.

He has 1 base in all stats, with 11 extra spread around them. For a total of 16 points in stats.

Skills are added as I see fit, I make the skills up myself, there isn't a list we are pulling from. There are seven points to give, and you add the points onto their base stat. So I put two points into piloting, its base stat is Technical which has five already, giving me seven. He's a prodigious pilot.

In the Force section, every power has its own skill. We're not counting the passive precognition that gives all Jedi their reflexes, nor their general sense of the Force. We only need to add active powers that they hone. Remember that even if you don't add a Force power, that doesn't mean they can't use it. You'll just roll their base Force stat when your character makes an attempt. If they are strong enough in the Force, they will be able to use many abilities quite easily.
I'm aware of all of these things, this is ignoring both old EU and new canon. I thought I'd said that already, but maybe not.

If anyone has dice experience, feel free to comment on its viability, but here's the system as I have it now:

Stats are ranked by how many d6(six sided dice) you roll for it. Every stat has at least one d6, and you have 11 addition to divy out. None can be higher than five .

Dexterity(includes ranged combat, tricky tasks, and sleight of hand)
Perception(includes finding hidden things, stealth, and social interactions)
Strength(all close combat fighting, as well as any feat of strength)
Technical(piloting, as well as mechanical skills and other knowledge based tasks)
Force(includes any and all force based powers. Individual powers will be skills).

Skills are subsets of stats. Anything is a skill, there’s no limit to what you can decide your character is good at. You have 7 points to assign, so you could do seven skills at one point each, or you could be particularly good at a few skills.
Your skill level is those points added onto your stat. So if you had a Strength of 3 and added 2 points to lightsaber skill, you'd have 5, and would roll 5d6, or five six sided dice, in lightsaber combat.

Your stats will stay the same, but your skills will increase in a few ways.

Anytime you roll for a skill, you already have, you’ll gain experience with it. A failure will be 2 exp, and a success will be 1. The amount of exp you need is equal to the current level of the skill times 10.
Another character who has a skill that you don't can take the time to teach you. They’ll roll with their skill to determine if they manage to educate you.
If you attempt the same task you don’t currently have a skill for five times, you’ll get one point into it, and you can start leveling it normally.

Tasks

I’m not going to make you roll for everything, but for some failable tasks, a GM will assign a difficulty rating, which will just be the number for you to beat with your roll. A GM will make the roll for you, rolling a number of d6 equal to the relevant skill. If you don't have the skill, you'll use the stat instead.

Very Easy: 5 (Pulling your lightsaber to you from the ground below where you're hanging in the ice)
Easy: 10
Moderate: 15
Difficult: 20
Very Difficult: 25
Heroic: 30 (Lifting an X-Wing fighter out of a swamp)

Doing two(or more!) things at once: You can make as many actions as you want in a post, but here's the catch. For every extra action you take, all actions lose a die in the roll. So, if you take two actions both rolls lose a die. If you take three, each one loses two dice. Etc etc.

Combat

If rolls tie in combat, there is no effect. The winner of the roll is the one who has the higher number. Throughout a fight, the “excess” is added up, to give the result. So, if two are fighting with a saber, and we get a 14 against a 19, the first player is(by the chart below) “wounded.”(five points over). The players will write exactly what this entails in their prose. Even at this point, they are able to keep fighting. The damage accumulates throughout an instance, and when you reach “Incapacitated” you cannot continue the fight. At that point, it’s down to your comrades to save you, or your opponent to show mercy. It’s possible to be overwhelmed immediately, and for the wound to kill you in one go(for instance, if you’re already at 8 damage, and your opponent deals an additional 8 you’ll be killed).

0-3 Minor Wound
4-8 Wounded
9-12 Incapacitated
13-15 Mortally Wounded
16+ Killed
Did this die?
I'm working on a dice system as we speak. I'm thinking it's going to be a simplified, modified version of that Star Wars D6. If you're not familiar with it, don't bother reading that PDF, because it's just a lot of stuff and the majority of it is going to be useless.

When I do get it up, a few things to keep in mind:

There'll be skills besides lightsaber fighting and using the Force. They will be important, too. Because there will be events besides lightsaber duels. There will even be PVP events that don't involve lightsaber duels.

GM's, me or TheUnknowable, will make all rolls. This is to prevent people from being able to accuse each other of cheating.

In PVP situations, you'll roll the relevant skills against each other, but each character isn't necessarily rolling the same skill. So, in @Galgarion's example, a blaster vs a saber, you'll roll the blaster skill against the saber skill. That way, if you're skilled enough with a blaster, you can get past the saber's guard. Lightsabers won't be the end all be all, a Jedi is not invulnerable by any stretch. That leads us into:

Characters can(and I actually hope will) die. If your character dies, you can make a new one if you want to stay in the game. The new character will not start as a part of either group, and both will likely try to recruit you. They will start at the bottom, as far as skills go, and have to move up.

I do intend to allow skills to advance. Right now my idea for that system is it will be based on how many successes and failures they have. Every result adds "experience" but successes add more than failures(or, I might even consider doing it the other way around, kind of like you learn from failures). Every level will take more experience to advance, so characters with lower skill levels will be able to catch up(if I let failures give more experience, lower leveled characters will also level even faster, which I think might be good. What is thought of this?) Not every failure will equal death, even in combat.

I hope to get the system up for review later tonight, but I'm too busy most of the day to hack it out.
Don't worry, @Galgarion, I have no intention of letting Jedi/Sith be invulnerable here.
Well, lightsaber skills will be more advanced, but you get what I mean.
All of this sounds nice. I really hope that the whole PvP aspect will come out all right and there will be no personal quarrels between players.

I will cook up a CS shortly, but I do have a few questions:

1. Just how proficient can our characters be? As in, are they allowed to study multiple lightsaber fighting forms/try to combine multiple ones in an individualized fighting style?

2. On the same note, what about force abilities? Over-the-top Starkiller style or a more toned-down approach?

3. I suppose there will be a form of hierarchy within the Jedi and Sith order. As such, will everyone be an apprentice or will we have more advanced/inferior positions also? (initiates, acolytes, padawans, knights)


Personal quarrels are why I'm trying to institute some dice work. Basically the rule will be: If you lose the roll, I'm sorry but that's that.

1 & 2. We're going more OT powers, the sort of skill that Luke exhibits rather than anything from the expanded universe, video games, etc.

3. For Jedi everyone'll be an apprentice until knighted. The Sith is up to TheUnknowable.
TheUnknowable and I are hashing out our character's motivations and interactions right now. So we have a Sith and a Jedi master, just need some apprentices.

If you're interested, send a CS through group PM with both me and @TheUnknowable so we can discuss the character and their role in our plans.

Our plans are pretty general and vague, this will be very character driven. I want, somewhat early in the game, for the two groups to be driven together, but not to stay together. That way there will be history between all characters and conflicts in the future will have undertones of that.

EDIT:

Some very general backgrounds that would be pretty conducive to bringing you to the masters:

Convict who used untrained Force to commit their crimes, would most likely be Sith side after our Lord works to free you from prison.

Anyone who's interested in the history of various Force traditions. Do keep in mind the attitude I've previously described that people have towards it right now.

Daredevils, well known pilots, that sort of thing. Where a Force savvy person might hear of your exploits and be intrigued.
You have my interest! This will actually be the first time I've participated in a Star Wars RP in like... ever lol, though my knowledge is rusty, yet still very rich. I'd like to play as both as a sith and a jedi.


I'm only going to allow one character per player, I'm afraid.

Haven't been on this site in a while. You have my interest, mate! Can't wait to get started. I'm thinking of making a Force Sensitive whose trying to study more about what the Force is, after his parents sent him off to learn how to behave like someone from a well-respected family should (He'll be from a political family from Naboo, though he has no real interest in politics, only exploration.) He'll more than likely be going through the rp for some time using blasters, until he starts learning the ancient ways.


Sounds good. Maybe he'll start the game on neither side and have to decide as we play.
Nah, I'm usually pretty free form about it. If I get a dice system or anything set up, I'll add a stricter stats section, but most people know the sort of things that we need to know for the character.
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