Welcome to Gaia! ::

Galactic Empire: The Official Star Wars Guild

Back to Guilds

The Official Star Wars guild since it's creation nearly 8 years ago. Join the Empire, be part of the legacy. 

Tags: Star Wars, Official, Jedi, Sith, Empire 

Reply The Second Imperium
Onslaught of the Empire Goto Page: 1 2 3 ... 4 ... 53 54 55 56 [>] [>>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Grand_Admiral_Thrawn
Captain

PostPosted: Sat Nov 05, 2011 8:52 am
User Image
User Image
User Image
User Image


Onslaught of the Empire

The year is 3681 BBY, and the galaxy is once again at war. Following a series of devastating attacks upon their own forces, the REPUBLIC finds itself in a constant fight for survival. Even though the Sith empire was beaten back, the constant fighting to quell other revolts has left the galaxy in a state of exhaustion.

A group of Sith survivors, realizing the Republic is now at its weakest, has taken action to strike. After years of hiding in the unknown regions, the SITH EMPEROR has launched a drastic plan, destroying a diplomatic convoy in the Tingel Arm Systems, and retaking their natural homeworld of Korriban as a base camp to launch further into Republic space.

The JEDI ORDER, knights to the Republic cause, have once again harkened to the call, dispatching a small convoy to the planet of Ruuria in hopes of staunching the progression into the APARO sector. Little do they know that the sith have already anticipated this, and have made movements to turn the galaxy against each other, in hopes of plunging everyone into chaos and ripe for control...
 
PostPosted: Sat Nov 05, 2011 11:17 am
RULES

1. Listen to all mods: Nelowulf, Darkened Angel and the crew. This axiom also applies to any whom may be promoted to mod-ship during the course of the RP. They have higher authority than you. Annoy me in particular, and I'll make you the main event in the Geonosian Collosseum.

2. Guild rules and GAIA TOS are strongly recommended to be followed..

3. Simple, semi-literate RP guidelines must be followed. God-moding is prohibited, and puppeting is allowed at the consent of the other party (I advise that you do not delete any PMs exchanged between you and said party in-case I need to see it over a dispute that happens).

4. Please be literate. This includes using proper punctuation, apostrophes, paragraphs if needed and other simple gramatical practices. If this seems difficult, I suggest typing your post up in WORD and pasting it here. We enjoy being able to not have to reread your post ten times to understand what you said because you refuse to use a period.

5. This is a 3rd Person objective RP. This means, that you will only use "I", "Me" and other 1st person forms unless in dialogue. This also means that you cannot know what others are thinking. OOCs must be represented in a double parentheses ((like this)) or in double brackets [[like so]], as Thoughts are in Italics.

6. Expounding on parts 4 and 5, basically think of it as a novel in progress by many writers.

7. Unlike in some of our previous RPs, we have limited the ability to 'travel the galaxy' at the beginning of the game. First reason, is to incite more interactivity between PCs, but also because it'll be more useful in getting you set up in the galaxy as a whole. It may suck to be confined, but consider it a test of your creative juices. You may find yourself more capable than you think!

8. Have Fun! Otherwise, things are going to like, suck and stuff. Remember, you don't have to be super knowledgable about star wars to be a good RPer!  

Nelowulf
Vice Captain

Codger

6,200 Points
  • Elocutionist 200
  • Forum Sophomore 300
  • Person of Interest 200

Nelowulf
Vice Captain

Codger

6,200 Points
  • Elocutionist 200
  • Forum Sophomore 300
  • Person of Interest 200
PostPosted: Sat Nov 05, 2011 11:56 am
Background Information:

For those of you who live under a rock (or are simply new to star wars), there was a game made a few years back (try like quite a few years back) called "Knights of the Old Republic". It was a rather popular game, which led to quite a big movement. So popular, it also helped forumlate quite a few other unique ideas for not only tabletop gaming but party-based RPG adventure titles in general. We call it KotOR, and KotOR 2, with the new MMORPG called TOR, or "The Old Republic."

These games, along with the comics, helped establish the ancient order of the jedi, referenced by Obi-wan's famous line of "for over a thousand generations, the jedi knights were the guardians of peace and justice in the galaxy." If you're reading this now, chances are you might need to catch up to speed. So, here's the Cliff notes version, of how the Jedi became famous...



Long ago, the Jedi Order was not fully centralized. Acting as independent conclaves, the Order was more akin to a fuedalistic society, or a confederacy. Several conclaves made up a system, watched over by several individuals, who reported to triple zero (aka coruscant) for chit-chatting with the "High council". In this day, .5 past lightspeed was godly fast... so fast, no ship could break 1 past lightspeed, and that was on the most tweaked out of craft if you were lucky.

Starting in 3976 bby, we encounter the Mandalorian Wars. Back in the day, the mandalorians were little more than savage clansman, not unlike a very crude version of space vikings, or space goths. They fought, pillaged, and beat up many an army, until one day, Mandalore the ultimate decided in his infinite wisdom, to simply attack the galaxy. The Jedi, told not to interfere, and the republic, too weak and corrupt to really counter, didn't do anything to save the various planets being conquered one by one.

Then one day, a famous Jedi named REVAN, decided to stand up to the vicious invaders, and through superior tactics and the use of a Mass Shadow Generator, destroyed the majority of the mandalorian clans. Taking the great mask upon himself, he denied them the ability to rally under a new leader, leaving the great mandalorian nation divided and destroyed.

Sadly, in time, Revan would attack the republic. A long story short, KOTOR 1 happens. Revan's apprentice goes sith, Revan beats his apprentice, peace is restored, Revan goes to the unknown regions. Still recoiling from it's wounds, the Republic in turn was saved by the fact the Sith empire now fought amongst itself, weakening themselves further.

Skip ahead a couple more civil fights, a couple more skirmishes, the galaxy hasn't exactly gotten much better. 300 years later, and where this rp begins, is the start of the "Great War". As it turns out, one Sith Lord escaped during the Great Hyperspace War 1000 years earlier (remember 700 years before Revan), found the secret to long life, rallied troops to his cause, and decided to pick a fight with the Republic. For the next 28 years, the Sith will fight in a long standing battle, slowly gaining more and more territory. Eventually, our story leads us to a treaty between sith and jedi, And a cold war that really becomes a bunch of border skirmishes again.

Difficult as it may be to understand, it's a quick and dirty summary. For more information, read here:
http://starwars.wikia.com/wiki/Great_Galactic_War



What this RP will do:


We're starting about a month after the sith take Korriban, their homeworld. They've begun their first pushes, and let's face it: being a good guy will mean winning battles, but slowly losing the war. Unknowing what they were to expect, the diplomatic team that was sent was decimated by the sith fleet, which left survivors /specifically/ to tell people they had arrived. Now, the republic scrambles to survive, again...

We'll start on Ruuria, homeworld of the insectoid Rurrians. Jungles, manufacturing plants, cities, you name it, it probably has some of it somewhere on planet. Notoriously sith-aligned, the Republic hopes that it's former lifestyle of siding with sith will not repeat. From here on out, and as for current events with the various planets, refer to further down the page for ideas and plot twists.  
PostPosted: Sat Nov 05, 2011 1:48 pm
Non-Force User Information

Your bios shall be sent and approved by me, until further notice. (any mod wishing to help with plot and moderation, sent a pm). You should recieve a PM about your confirmation, or questions about the bio. If your PMs are disabled, your bio will NOT be accepted. Note, the Non-force users have been split between two skeletons now, to help alleviate confusion regarding the updated rulepost.

Non-Force User Bio 2.01:

Military Personnel:
Name:
Age: *1
Gender:
Race: *2
Main weapon: *3
Side weapon: *3
Affiliation: (Republic, Sith, Cult, etc)

Unique Gear: *4

Short History: *5

Description: *6

Personal quote: *7
Personal Theme:


*1: Age must be over 21 to drink. We Card. Its required. Drafting age is 18.

*2: You can be any race or hybrid you desire, provided it is acceptable under my scrutiny and sanction. Some races (like vong) just don't work with this setting.

*3: The Primary weapon is pretty simple. A basic weapon, that is not exotic in any means. Military personnel will be issued a standard blaster and sidearm combo. The exception to this rule will be discussed further down the page, when dealing with "Unique Gear."

*4: Unique Gear is the new, updated system for issuing various supplements. As your character progresses through the game, the unique gear which you obtain will help define the character. Military people get the ability to tweak with the standard gear they are issued. This may include better weapon combinations, stronger armor training, command status, or special flight training.

- Exotic Weapon Proficiency: For those people who really want to be known by what sits on their hip, this proficiency allows for people to pick up to TWO unique weapons they use with their character. Such things in this would include ideas like: Flamethrowers, Heavy weapons (missile tubes, grenade launchers, rotary blaster cannons, etc), Throwing disks, Rhyyk Blades, wrist weapons... you get the drift. Strange, strange things that normal, civilized folk aren't usually well trained in. You are allowed to take Lightsabers as a proficiency too; however, you cannot take a second exotic weapon proficiency, and you will be unable to block blasterbolts. Glowsticks, Away!

As an alternate idea, instead of a lightsaber, a custom created weapon may also be considered.

- Strange Armor: Some people know that a good offense means nothing without defense. As such, they've come to learn that the thing that stops a blaster or saber can mean the difference on who lands the killing blow. People with strange armor can take rarer versions of armor (such as Stealth armor). Or, they can pick up skills such as a deployable field generator to create spontaneous cover out on the battlefield. Even others can pick up the ability to fight hand-to-hand with lightsaber folk, with use of shield gauntlets and crushgaunts, leveling the field more. Of course, for those of you that just want to be free, this trait allows for the ever fun use of flying a jetpack accurately (rather than simply to slow one's descent). Come up with your own unique defensive technique.

- Bio-implants: Sometimes, help in small ways helps in greater functions. You have been augmented with a special cybernetic implant. Maybe it's an eye that can splice anything it has in direct line of sight. Maybe it's a hormone booster to give you speed and strength. Maybe it's a neural blocker to resist those nasty force powers (note: resist does not mean immune). It isn't full on Cybernetic surgery, but it does make you a cut above the rest.

- A ship: For some people, a stock ship, just isn't good enough. Sometimes they're smugglers, other times they're something else. No matter the circumstances though, you own a ship that is yours... distinctly yours. It must be capable of being flown solely by you, however. Flagships and such are left to strictly military commander characters (and if so, consider picking this trait up and we'll discuss it then.) Don't forget a picture. See down below for details of a "ship profile".

- The Burden of Command: Say you're not interested in being armored. Or fancy with the shooting arm. Or even want to fly a fightercraft or get augmented with surgery. Jumpstart your career with the Burden of command! Depending on the type of commander required, GMs will assign you a rank that fits the appropriate levels, and troops to march around, perhaps even flagships or other craft to assist.


---Important note: Your rank will allow you to requisition various gear loadouts. As you improve your rank, and by extension your skills, other options may open up in time to help you along the way.------


*6: A good RPer knows that backgrounds help flesh out a character. This doesn't mean we need a play by play, but a little useful information (family life, where they learned their skills, friends, allies, etc) can always give the juices a good stir. Please try for at least 2-3 sentences.

*7: Your appearance must not be the words "Like Avi". Your avi probably changes clothes every day. I doubt a jedi will wear mami wrap with a dark cape, a red clown nose, and reindeer hooves. You may, however, use a tektek, if you wish. You can type it out or post a picture. Pictures preferred, if you have them on hand.

*8: The only optional idea: Find a quote or "tune" which would help describe the character in ways you find neat. Darth Vader, Luke, Leia, they all had their own theme songs, why not you?



However, the Military may not be the way to go. For you more "freelancer types", here's the magic that makes you "gear up!". Look above if certain items have been cut or you need help understanding them.

Freelancer Profile
Name:
Age: *1
Gender:
Race: *2
Main weapon: *3
Side weapon: *3
Affiliation: (Sith, Jedi, Cult, Self, etc)*8
Point total: (explained later)

Unique Gear: *9

Short History: *5

Description: *6

Personal quote: *7
Personal Theme:

*3: The Primary weapon is pretty simple. A basic weapon, that is not exotic in any means. Non-military personnel will be allowed to have one standard, unmodified weapon and one standard, unmodified sidearm. The exception to this rule will be discussed further down the page, when dealing with "Unique Gear."

*8: You do not have to be a force-user to be affiliated with the Jedi or Sith. The Jedi often use Republic agents as pilots, helpers, all sorts of things. Sith will have bounty hunters, assassins, etc. In particular note: Mandalorians (for you fandalorians) are still in the age of neo-crusaderdom, and even though their clans are broken, beaten, and scattered, they find quite a bit of pleasure aiding the sith, as payback for Malachor V as professional jedi bounty hunters, often-not.

*9: Unique Gear is the new, updated system for issuing various supplements. As your character progresses through the game, the unique gear which you obtain will help define the character. See Below for Charts and details. When you understand that, select one of three major proficiencies:

---Elite Weapon Training: A character learns how to use two exotic type weapons, or the ability to wield a lightsaber (to an extent). They gain one of each exotic weapon, and +1 Weapon point to be spent in the weapon gear tree. For examples of what Exotic weapons entail, see the military section for more info. In this tree is also several awesome weapon skills, to help bolster your combat effectiveness.

A basic weapon has +0 penetration, and zero modification slots. Each level of penetration negates 1 density of armor.

---Armored Defense: A character starts to adorn armor. Some of you might find this idea repulsive (note, a smuggler, for example, wearing heavy armor), but do not scoff it, it may save your life. Armor does not have to be trooper's heavy armor, but rather flack jackets, spacer suits, and shadowsilk stealth systems, or even personal shielding. Others, however, will see this tree as quite useful to deck out their best. A person who picks this automatically gains +1 Armor point to spend in the armor tree, and treats all new armors as Class one, with +1 density, and 1 equipment slot.

Basic armor has 1 density, meaning you can take one direct shot from a basic weapon, in short. Each level of density can take one additional direct hit without suffering pain. This is negated by penetration

---Flights of Fancy: For those of you really wanting to have your ship define who you are, this is the tree for you. Players selecting this will automatically have a ship purchased, with Level 1 upgrades automatically applied to this ship and any new ships in the future. Also, they start with +1 Hyperdrive upgrade, and a +1 Ship point.

A ship starts out as a Basic ship, with a single, "light" weapon. Ships have five main attributes: Speed, Maneuverability, Shielding, Armor, and Sensors. These attributes are by default all 4/10, however a person can alter this as they see fit. Each ship level adds 4 attribute points to be spent on the ship's abilities. Due to constraints on time and space, further questions should be detailed in the appropriate threads or by PM.


---Important note: Special gear (like ships) can be bought at a later date, but such things should take time and effort to acquire. While anyone could possibly learn to fly a jetpack, or something, this system is to give you a special starting point for your character.---



Gear Points, and Acquiring New Items
This is a relatively new system that is being field tested to help augment the non-military personnel aspect of star wars. Mercenaries, Smugglers, Bounty Hunters, as well as your prototypical pirates and privateers, don't have the Force to distinguish themselves, nor do they have a government backing up their ability to obtain weapons and ships. Instead, these select few (read, majority of the galaxy) only have one thing to help distinguish themselves: Gear. In hopes of helping balance what a "new" character to the universe can do, we've established what hopes to be an easy, quickly understood "talent tree" of sorts, of skills and abilities.

When starting a new character, a person is awarded 5 "gear points". Points which can be placed into any particular tree listed below. For fairness sakes, A person also starts off with one Main weapon, and one sidearm, both considered "basic" gear.

As a character progresses, they may start adding points into the selected trees to augment their gear in various ways they believe will help them best. Note, armor, extra weapons, and ships require at least a single point to "purchase" them before you can update them. Look below to see the Gear Trees, and also note the "basic gear" sections in the profile above.

User Image



Ship Profile

For those of you purchasing a ship, here's a profile:
Personal Ship:*
Appearance: (optional)
Attributes:
Speed:**
Manueverability:**
Shielding:**
Armor:**
Hyperdrive:***
Upgrades: ****
Armament:*****

*(Name, Model, Class{light freighter, fighter, ect}, Pic if available) if you dont know any of these, just put what you named it and what kind of ship it is: IE Anakin Skywalker's would be [i]Azure Angel[/i]: modified Jedi Starfighter

**Basic ships start at 4/10 in these stats. They can be rearranged, so long as there is 1 point in each stat, and they total up to 20 points. These numbers can get higher with more ship levels.

***Basic ships are Class 3.0 hyperdrives. These are upgraded with ship points.

****Updates come via the ship tree. Sometimes, it's better to just list them out.

***** Armaments count like blaster cannons, ion weapons, missile racks. By default, they are "light", and can be upgraded to be "medium", "Heavy", "Dual", and "Quad" through upgrade points. Each weapon must be individually upgraded.


While we don't require it, if you are interested, we have tree guides to help you update as you progress, to help display in your profile as well. Hope you have fun!
 

Nelowulf
Vice Captain

Codger

6,200 Points
  • Elocutionist 200
  • Forum Sophomore 300
  • Person of Interest 200

Nelowulf
Vice Captain

Codger

6,200 Points
  • Elocutionist 200
  • Forum Sophomore 300
  • Person of Interest 200
PostPosted: Sat Nov 05, 2011 2:14 pm
Jedi/Sith


The Force, a strange and powerful energy which flows through everyone, and everything, surrounding and binding us. In some eras, the force is a rare gift, while in others, the ability to sense one's surroundings and others nearby seem to be around every corner. Unlike in certain eras, the KotOR era is full of Force users, of various degrees and skill levels. Characters made for this RP are expected to read through, and understand the parts of this skeleton.

Force-sensitive Bio Information V 2.01
- This format is similar to the NFU section. If something does not make sense, refer to the skeleton above if a description is not found here. -

Name:
Age:
Race:
Gender:
Force Affiliation: (Jedi, Sith, and/or cultist affiliation)
Force Class: (no greater than knight)

Lightsaber description:
Lightsaber Style: (Depends on Class - See Next Section)
Special Trait: (See below)
Force Powers: (Restricted by class as well)
Appearance:
Bio:

Personal quote:
Personal Theme:


Special Rules

In a new attempt at making a better, more balanced system of force users, this RP will feature a new character progression map. Here's the quick rundown:

Each class has two pools of points. Pretty straightforward, you have "Force Point" pools and a "style point" pool. A guardian will have a higher amount of style points to spend learning new lightsaber techniques, while a counselor will be far better at force powers, unlocking far more of the mystic strength that gives a jedi his strength. If in doubt, just ask me to help explain things out to you. I'll try to make this next section as straightforward and simple as possible, but no guarantees.

Classes-
User Image

Ranks-
Padawans/Apprentices-
Everyone starts off somewhere. In the age of KotOR, the Jedi and the Sith both seek to recruit as many Force Sensitives to their side as they can. Age is not a factor, so long as you can be molded to the will of the Emperor, or taught the responsibilities of the Conclave. The jedi spend their years training in the temples, before being taught by knights or other teachers in the conclave, while the sith tend to take a more... aggressive approach. To the sith apprentice, his training can be tricky, or brutal. Regardless, once a teacher believes they are ready, the apprentices progress from being under the tutelage of a knight, and make their way into the world, as Knights errant. Note: Padawans must learn all four Level 1 powers and Shii-cho to become a Knight-Errant.

Knights Errant-
Eventually, the student must make his way into the galaxy. While not yet fully responsible knights, the war effort and the lack of centralization of the jedi require some to start resolving disputes without the formal ceremonies of true knighthood or a padawan under their wing. For the sith, this stage might be the final test of one's wits, ambition, and power, before becoming the true right-hand man of their master. However, by now, the Sith should begin to consider the eventual backstabbing of their master, while fulfilling his orders and finding potential in someone.

Knights-
Through tests and trials of strange designs and ancient ritual, a force user's collective knowledge of the universe grants them the trust and right to begin passing knowledge onto the next generation. A Jedi may begin to take his first padawan, while a sith may find an apprentice to train in secret when his master is slain. Also, Knights often build their own lightsabers at this time, providing precious role play ideas when plot does not favor a player.

Knight Templar-

As a knight continues his studies into the way of the universe and the depths of the force, it is only through time that his skills will advance, his power increase, and his wisdom become far more honed. Often, a knight will take an apprentice or padawan to teach, as through teaching, often one discovers just as much about oneself as the learner. The Knight, upon successful tutleage of a student, becomes capable to pass another test of the self, having not only surviving the training of another but also becoming aware of oneself in the galaxy. The Knight templar probably has shown some responsibility of some sort, be it successful military campaigns or discovering ancient artifacts which enhance his wisdom. From here, many plateau, though a few shall still see it fit to go for the highest echelons of power, the masters and lords of the force...

Masters, Lords-
For a select few, this level is actualized. But until we get further in the game, no reason to really reveal all the secrets of true mastery of the force...

Gaining Powers and Talents of the Blade-
Furthering our desire to balance out the game mechanics a bit, the two pools hold a "total" number of points for each player to have. Force points are to buy force powers, while Style points buy lightsaber styles. In the end, a person must decide how best to allocate the points not only available to his rank, but also with his class.

Each force power is given a certain rank; these ranks are equal to points. I.E. a level 4 power is worth 4 points. in effect, you purchase the powers you want with the total force points you have. Note, that some powers will have prerequisites, as indicated by the chart below.

In addition, you have style points. Each style, much like the power, has a number of points needed to 'learn' it. In turn, some styles have prerequisite force powers, leading them to be known before the style can be had.

Padawans must learn the level 1 powers and Shii-cho or Niman to progress to Knight-errant. Each level of progression will unlock the next level of powers. For example, a Knight templar is a level 4 rank, allowing level 4,3,2, and 1 powers, whereas a knight errant is a level 2 rank, only allowing powers of level 2 and 1. However, if a person masters all powers in a "tree", he/she may take one, (1) power from the level above it. I.E. a consular has enough points to purchase Art of the body, he/she must have all powers before that one to allow such a thing to happen.

User Image
User Image

Quote:
For example, Qbert wants to make a Jedi character. He knows he wants his character to be fairly strong, so he picks the rank of knight. He also wants to focus on Lightsaber Combat, so he picks the Guardian class. This gives him 18 force points and 7 style points to use. As all padawans require Art of Movement, Telekinesis, Comprehend Speech, and Force sense, and shii cho, this leaves him with 14 force points and 6 style points left. Since Qbert is interested in a purely battle character, he picks up Force Speed, Force Push/pull, Force Jump, and Battle precognition from level 2 ranks, for a cost of 8 force points, leaving 6 left. Knowing he'll be wounded in battle often, he decides to pick up Force Healing and Force Deflect (kinetic) for added defenses, reducing his force points to zero.

Having 6 style points remaining, Qbert decides he wants to be the leader of a charger into battle, so he selects Djem So as his primary style. Also, because he really wants to use a double bladed lightsaber, Q decides to also pick up Lightsaber focus, and equips himself with a double bladed blue saber. He's ready to go! (as soon as the rest is finished!)


As with any questions, please ask if this makes sense.


Special Traits-
Much like with our Non-force Users up above, the new system suggests that our Jedi and sith also help distinguish one from another by rigging up new, improved ways to be different from your average starting character. The new form of traits may share in some places, and differ in others. The vernacular of this section will refer to jedi, but in many cases, sith can be substituted in without any trouble.

-Specialization: Jedi Ace-
Some Jedi are naturally born with a hydrospanner in their hand and a throttle at their side. Jedi taking this talent are drawn to traveling the darkness and maintaining ships, to the point of near improbability. Jedi taking this trait assume two things: one, they are excellent pilots. and two, they get a free starfighter or courier ship for their character and their travels.

-Specialization: Weapons Master-
The guardian class spawns off some of the greatest fighters of all time. While no prerequisite is actually needed, very few outside of guardians have the time and effort to practice their lightsaber styles to hone their bodies in. Jedi who wish to truly explore the weaponry of their kind are able to select one exotic "light weapon" to handle as their own. I.E. Lightwhip, greatsaber, etc.

-Specialization: Savant-
Savants specialize in being able to defy the known boundaries of the force user. People with this specialization are allowed to pick powers unavailable to them normally. Savants are able to pick up a power that's one rank above they are, so long as they have powers in that tree and all prerequisites. For example, a Knight-errant with Savant could theoretically purchase lightning, a level 3 power, at his current level, level 2, without having all of the alter tree purchased. When a person with this specialization reaches Master, they are allowed to trade this with another talent, as long as they roleplay the change adequately.

-Specialization: Lorekeeper -
Be it through studying from an ancient holocron, texts, or finding the rarity in the galaxy that held such information, you have found such a way to enhance yourself beyond your years. At your choosing, you can either gain +1 force point to your pool each rank (for a total of +5 at master), or gain +2 Style points at knight-errant and knight-templar (for at total of +4). A third option also exists as a balance between the two, gaining a mix of both. As a padawan, you'd gain +1 Force point. At rank two, +1 style point, rank 3, +1 force point, etcetera (total as master, +3 force point, +2 style point)

-Second Skin: Armor-
For the few who seek the true essence of the war, many find themselves carrying the burdens of battle. Blasters may be able to be deflected by the lightsaber, but many other dangers on the field exist. For a select few (some even unwilling), they adopt a defense for when the force may be... lacking. For some, armor becomes the mark of the warrior. Some may block other lightsabers, while others may choose exotic ways to employ shields. Whatever the reasoning, this exoshell has become as fluid as the finest cloth to them, never impeding their push forward in battle.  
PostPosted: Sat Nov 12, 2011 7:56 am
Extra Information
This section is one of the more updated section. It will tell people which planets are accessible at the time, as well as other important information that's current with the RP at the moment.


RP Type

This RP is an EU RP. None of the events which are role-played should conflict with any text, but just in case, this is also an AU RP, so there is some leeway in interpretation.


Chapters
Chapter 1: This page
Chapter 2: Here.
Chapter 3: No, click me!

Dramatis Personae
Upcoming


Progressing your place in the galaxy.

It's true; your character starts off as something less than that of the chosen one. While this new setup does tend to differentiate between fresh newcomer to the game, and experienced Veteran, the system is merely experimental. Also, do note that just because your character begins limited in his or her abilities, that doesn't mean they won't get stronger. Knights becoming Templars and Masters, bounty hunters perfecting their gadgets, and commanders growing stronger forces... all of these require time and effort on your part. Got a plan? consider working with the GM or other players to help build stories. Really want to get something big? Make a goal sheet and see what you can do with the location to build it up. Side Quests are just as interesting as normal ones.

Remember, the war will last over two decades; it's not like you won't have time before the war ends to hone your particular weaponry. And in the event we all dislike the system, it's not entirely impossible we can drop it as well in the future. But try to give it a chance, and who knows? you might have fun!

Commanding Forces

Star wars has always been a bit of a b*****d (forgive my huttese) when it comes to troops and organization. Don't ask me why, but my best guess is that most writers and big GL himself have a great idea for a story but a terrible knowledge of organization. As such, some of you really want to pursue the "commander of forces" concept beyond the normal. But before we get started, let's turn the difficult understanding of the Order of Battle into something basic enough even a Gammorean can understand.

In real life, the standard army breakdown looks a little something like This:
http://en.wikipedia.org/wiki/Military_unit#Hierarchy_of_modern_armies

As you can probably tell, this might be a bit difficult to transcribe into what a normal person might command, so let's just say that we'll knock it down some into more manageable sizes.

User Image
*this table does not detail armored units (like AT-ATs), or naval ships. Here's the details on that.

An Armored Division is made up of about 168 Medium vehicles, 230 Light vehicles, attached to a Battalion. This breaks down into approximentally 9 Regiments, totaling 18 medium units and 25 light a piece. Each regiment is assigned to a company.

As for starships, one must achieve the *naval* rank of captain to command one, or higher for more. Breakdown of this will be by request.

Now that you know about sizes of forces, let's discuss how military rank works. In the standard US armed forces, there are approximately 29 possible ranks a person could have. In Star Wars, it's incredibly difficult to even pretend that it's just the same. So, to simplify, we'll also Barney this down for all you all to understand.

User Image

And if things weren't complicated enough, lucas just /had/ to invent a damn military that happens to be rather joint operated. Army based ranks (aka jedi generals) tend to lead naval forces into battle, and whatnot. Now, i'm not trying to complicate things too much, but even I know that what works on land does not work in space. In-as-such, for "commanders", there will be two tactical scores. Notably, "Land" and "Navy". Navy being a catchall for air, space, and waterborn forces.

For Force Users, ranks are more honorary than actual. If you recall the clone wars, many jedi often were in command of fleets one day, and then leading squads the next, depending on the mission profile. In such, most force users were given a rank merely for the sake of being able to "pull rank" on others. So, don't worry too much about the ranking system. Why? you'll probably have an NPC or Non Force User PC take command when you leave your own post.

As for Non-force users whom wish to follow this track of life, consider discussing this with a Gamemaster about how to work this into the plot. Note that most characters starting off should also discuss what their rank is in the game, as it may come with the ever-so-fun discussion of how rank and "command" are not necessarily the same thing. Happy hunting!

Current planetary info and plot lines!

Want to know what's going on in the galaxy? look no further: theaters of battle are here for you to look over, and ponder!

Estimated time skip: Two Months
Territory Map: Incoming someday...

Where the war be at: Minos Cluster
Though the Sith managed to take the Regellia sector with a hard fought victory, that's about all they managed to take with ease. Now the fighting has stalled here, but even though it has stalled, that doesn't mean it has quit. Now, Darth Cinn forces his own fist into the cluster with his own method of power.

Where other events be: Elsewhere, Mirial, Yavin, and Liana fall under attack in the northern sectors of space. Nightwind searches for the legacy of Revan (like every freaking sith and jedi historian before her) and must figure out how to get around it.  

Nelowulf
Vice Captain

Codger

6,200 Points
  • Elocutionist 200
  • Forum Sophomore 300
  • Person of Interest 200

Nelowulf
Vice Captain

Codger

6,200 Points
  • Elocutionist 200
  • Forum Sophomore 300
  • Person of Interest 200
PostPosted: Sat Nov 19, 2011 8:18 am
A brief description of force powers...

Padawan/Apprentice Level Skills
~~~~~~~~~~~~~~~~~~~~~~~~~~~


Art of Movement- Essentially a method to improve a user's flexibility and agility, these skills are derrived usually through training in a hostile environment such as an obstacle course, resulting in heightened physical presence and sensitivity. Basic knowledge, allows for a jedi to perform the splits, jump into rafters, etc...

Force Sense- Simply put, this is the ability one uses when sensing one's surroundings. Most often it is used to identify other Jedi and Sith, though can be used as well to identify other people, and even animals, inorganics, and places, if they bear certain force residues, such as a Force Nexus. It is a prerequisite to most Force abilities in the Sense category. Let's face it, not a single jedi exists that didn't start by honing one's awareness to the force.

Comprehend Language- Building on Force Sense, this skill allows the user to automatically understand the languages spoken by another person or droid. It can also be used in reverse, though with much additional training, to force one's language into another being, as demonstrated by Darth Revan on Lehon.


Telekinesis- Using the force, one can apply a force onto an object, causing it to move. Telekinesis is an invaluable skill, as it is necessary in order to properly wield a lightsaber of any kind with skill. Commonly, also called Force Grip, and more infamously by Sith, Force Choke/Crush. As a person progresses, this ability will become far more than just tossing apples, grenades, or lightsabers, eventually culminating into full on starships and such.


Knight-Errant Rank Skills
~~~~~~~~~~~~~~~~~~~~~~

Breath Control- A user of this skill can steady one's breathing and heartrate to unusually low levels. This allows the user to remain calm in the midst of battle, and can even help extend life by limiting respirtation. Jedi pilots are known for using this skill during exceedingly long trips.

Hibernation Trance- A skill derrived from Breath Control, Hibernation Trance is a heightened state of inactivity in which the user slows the processes of his or her body to a crawl via application of the Force. Jedi in this state can stretch resources of air and humidity form hours to days. The skill to a lesser extent can be used in deep meditation.

Force Stealth- The ability to hide one's own Force signature from others. In essence, this skill negates Force Sense's ability to locate other force users, with variable skill and power of course. Truly masterful users can hide their abilities form other accomplished force sensitives even while in the same room, as Chancellor Palpatine did for years while on Coruscant.

Force Speed- Simply put, Force Speed increases a person's speed, agility, and reflexes. Users of this skill move far faster than normal people, to varying degrees. A new practitoner of this skill might only be slightly faster than a newly trained Jedi, while an expert would appear as a blur. The skill is usually only useful for a brief period of time, with diminishing returns.


Precognition- Precognition, also known as Blink to non-Force Sensitives, is the ability that allows users to see in the immediate future, to sense incoming attacks and so avoid them. This is a necesary skill that allows users to dodge such attacks as lightsabers and blasterbolts, and be aware of impeding danger. As Mara Jade called it, "Danger sense". Though similar, please dont' refer to it as a "spidey sense" unless you are a Harch...

Force Sight- Force Sight works similar to Infrared vision, allowing users to see in a spectrum (that is, through the force), even while they might be blinded or assaulted by illusions. Miraluka, who lack eyes, are known for using this constantly.

Force Telepathy- A simple skill that allows the user to sense the intentions and thoughts of another, and also to communicate. Usually more effective at close range, and with close relations.

Empathy- The ability to sense emotions and impressions through the Force.

Visions- The ability to have visions of the future or past. With extreme skill and ability, this can be used with Force Sight to view far away places or events with clarity. Usually, these visions are uncontrollable, and come in the form of dreams, or during meditation.


Jump- Using Telekinesis, trained users can jump with great power with the Force, increasing height and distance. Can also be used to help soften landings.

Push/Pull- The ability to push things farther away or pull them closer. With greater power come greater results.

Force Persuasion- The ability to alter one's thoughts or decisions via the Force. Works best on the unsuspecting and the weak-minded. Some species, such as Toydarians, Hutts, and most droids, are immune to this skill. Most Jedi and Sith are also resistant, though are still vulnerable to extreme uses.


Knight Rank Skills
~~~~~~~~~~~~~~~~~

Detoxify Poison- Using the Force, a trained user can neutralize the effects of a poison or toxin. This is not the same as an immunity, and requires conscious use of the skill and time.

Force Healing- Trainer force users, usually Jedi, can use the Force to heal injuries, from minor cuts and burns, to broken bones, and even to revive live in extreme cases. Though largely consciously used, it can sometimes give users a 'healing aura' that allows them to recover from injuries over time, or to replenish stamina, etc.

Force Cloak- The ability to become invisible, this can be used in two ways: either using the force to bend light around the user, and render them virtually invisible to the naked eye, or to persuade nearby beings that the user is not really there, the latter of which is ineffective against droids and large crowds.


Force Meld- A skill that allows a small group of force users to work in tamdem, greatly increasing skill and concentration. It functions like telepathy, to the extent that users can even finish each others' own sentences. They are however vulnerable to disturbance of the force, which become magnified.

Farsight- As mentioned before, force sensitives can use the force to see other places and times with the Force, perceiving and reacting to danger as needed. Usually effective with great distances, and/or when the user is otherwise completely unaware of an event, such as a sniper shot, a battle on another planet, etc.

Psychometry- Using the force, the user can sense the force around an object or place, feeling past attachments such a thing or place may have had. For instance, a Jedi could pick up a gun and learn about whomever wielded it last, what they did with it, etc.


Alter Image- This ability is consciously used to allow the user to disguise him or herself in another form, by changing features in hair, eyes, clothes, age, even gender. It does not function while unconscious.

Drain Knowledge- A mostly Sith used ability, this allows the user to drain knowledge or memories from a victim. Requires great concentration, and even though jedi can perform this (as noted with cad bane), it requires the will of the person to be broken enough to let the Force in... basically, no combat capable.

Deflect- While lightsabers can parry other lightsabers and blasters, this allows the user to use raw forcepower to deflect bullets, lasers, even force lightening and force pushes. As a person progresses, this starts with kinetic objects (bullets, boxes, various physical objects), then becomes energy (blasterbolts, lightning, etc), and as a final level, with tutaminis, can block most anything (lightsabers).

Lightning- Largely a dark skill, this allows the user to create lightening from raw force power. Can be deflected, and usually very effective against droids. This can grow in power to become a Force Storm (a secret learned at master level). A player can opt to change this power to Combustion, for fiery pyromania.  
PostPosted: Sat Nov 19, 2011 8:48 am
Chapter 1
20 Days Since First Contact

A deception that elevates us is dearer than a host of low truths.
 

Nelowulf
Vice Captain

Codger

6,200 Points
  • Elocutionist 200
  • Forum Sophomore 300
  • Person of Interest 200

Nelowulf
Vice Captain

Codger

6,200 Points
  • Elocutionist 200
  • Forum Sophomore 300
  • Person of Interest 200
PostPosted: Sat Nov 19, 2011 9:24 am
The cold depths of space did nothing against the bulkhead of the starship that had just exited hyperspace above the lush green planet. The Ministry-Class orbital shuttle had just prepared it's descent course, as the chittering from across the com channels had asked for the proper authorization codes to land. Inside, the captain of the vessel and his co-pilot looked forward. A smaller figure stood behind the two, draped in a dark brown and grey hooded cloak, surveying the outside as well. Reaching out with an open arm, a youthful voice spoke forth, a calmness about it which spoke simply.

"Captain," he spoke forth. The pilot turned his neck around, looking back at the figure.

"Yes sir?" the captian announced, his own youthful visage trying to pierce through the cloaked face.

"Tell them we wish to speak with the local clan's ruling head as soon as possible at his convenience."

The captain nodded, pressing a small button and announced forthwith into the comm relay as well. "With all due respect, the Jedi concierge is here to speak with the ruling council. Please inform him of our arrival."

A mattering of clicks returned through the comm array, as the screen translated the natural Ruurian into galactic basic. The Jedi seemed terse, the captain thought so at least. His stance was rigid, as if he was a soldier. Yet there was some form of natural ease to the same stance, a sort of warm wind flowed around him, yet no breeze present. The sheer aura of the youth seemed to radiate a sense of relaxation. Yet there was something off, as if he was nervous. As the shuttle continued to head into one of the major metropolitan areas, the air grew thicker between them all, though not a single person onboard would admit to such a development.

"Many thanks, captain," the cloaked figure behind the man announced, giving a nod of the head. "May your travels in the spacelanes be fortuitous." Ducking out of the cockpit, the youth breathed in a deep lung of air, letting it out slowly as his pace furrowed through the deck of the ship. He was nervous, and calming himself down was the first step to re-appreciating the situation he was now in. "Okay. Your first assignment. You're trusted in your abilities. Still.." he mumbled to himself, as he stood in front of the hatch, the ship's pneumatic draws preparing to open it up and let the atmosphere of the planet rush through and in...  
PostPosted: Sat Nov 19, 2011 10:11 am
Ruuria. This place was a farcry from her home of Dromund Kaas, with it's dark stormy skies and bustling cities. It was also completely different from Korriban, the Sith homeworld, with it's perpetual dustiness, and ancient temples and tombs. No, here there was life, and it was here that the enemy lie.

Ilia could remember clearly what it felt when she stepped onto Korriban. Noone in her family had been here in a thousand years, since the time of Naga Sadow, when the Emperor had been a much younger man. Her earliest descendant, the original Darth Nightwind, had been with him, and she had been to Korriban. Her personal holocron, which was now stored in the family archive described the world as "Both more barren the the wastes of Tattooine, and more alive than the Taris nightlife." And indeed it had been, for she could almost drink the dark side out of the atmosphere.

That was not the case here. No dry, force laden air, permeating evil; instead, there was moist, humid air. She did not like it. Exhaling, the brunette opened her eyes as she looked around the capital city below her. Even now, she knew, Imperial Agents were infiltrating the city, had been for weeks, worming their way into the government. A word here, a bribe there, even a threat. There was even a Sith Lord on planet, orchestrating it all, spreading his dark influence around the planet, subverting it, while also hiding it from prying eyes.

And she could feel those eyes. Before her comlink even beeped, she could feel the slight disturbance in the Force. A jedi. There was a jedi out there. And about time too, she thought. The jedi 'defense' of Korriban had been laughable. Now they were sticking their nose around like a dog sniffing a hornet's nest.

Time to get stung.

Hearing her comlink go off, Ilia reached for it and turned it on. "Yes?" she asked in a cool, clipped voice.

"Our scanners have picked up a Republic ship. An envoy shuttle of some kind." It was one of the comm officers from the Battlecruiser she had traveled here on, the Ruthless. The ship she knew was farther back in the system, nowhere near the planet to be much of a threat at first glance. "We are trying to decipher the communication they sent."

"Probably trying to send an envoy to the planet to see what's what," Ilia retorted. She recalled the moment, several weeks ago, when she was aboard the Ruthless. A Republic escort fleet had shown up to find the massed Sith fleet, and had promptly been dealt with. Now they wanted to know why. "Is it a politician?"

"It is a Ministry-class orbital shuttle. Very small, lightly armed."

Interesting. A proper diplomat would have come in a larger vessel such as a Foray-class blockade runner, or even a Hammerhead-class cruiser. That they had not either meant the diplomat did not need a larger ship or could not use one. The reasons for the latter were many as well: was it because no other ship was available, or no other ship needed? Surely they knew the Sith were here. If they were sending a scout of any sort, and in such a small vessel, there was only one logical conclusion: Jedi. "Keep me informed. I wish to know more about the shuttle and it's occupant."

"Yes, Lady Nightwind." Click.

Satisfied, the woman turned back to the balcony of the estate that she was staying at, surveying the sky as if she could see the ship in orbit, tracking it's progress, waiting for it to come down. Her duties were simple: oversee the city and eliminate any threats that should arise. Others were busy with the subjugation.  

ElladanKenet
Crew


lady_skuld

PostPosted: Sat Nov 19, 2011 3:09 pm
In the barracks in the city, Sythica was bored. They had taken the planet. Now politicians and their dark side masters sat in offices off the bases. Talk, talk, talk. That's all they ever did. TALK. She craved action, something to fight. A month had passed. She wasn't ever going to prove her prowess sitting in a building! It would not prove her faith to the Emprah! That was found on the front lines, the fighting lines against the Republic! Against the Sith! Her blood boiled as she ground down a piece of metal into a pointed piece. A shiv for later, should she need yet another weapon. Attached to this Sith heiress might have been her orders, but she would rather be drawing blood.  
PostPosted: Sat Nov 19, 2011 7:18 pm
Danika hadn't been on Ruuria for long. She downplayed her Force powers so that she wouldn't be detected very easily, and mostly kept to dancing in cantinas, blending in as much as possible, but keeping an eye out for signs of trouble and listening in on conversations that might give clues as to what was going on. Lately, she hadn't been able to learn anything new, and was just biding her time while getting a few credits as a dancer.  

Darkened Angel
Vice Captain


Nelowulf
Vice Captain

Codger

6,200 Points
  • Elocutionist 200
  • Forum Sophomore 300
  • Person of Interest 200
PostPosted: Sun Nov 20, 2011 5:03 am
Jian tried to calm himself down as the ramp finished its descent. Still, his presence wasn't as diminished as he may have liked. The idea of being able to handle the necessary control over himself lead for a sense of unease, but the thought was quelled easily enough. The youth stepped down the ramp, gently exiting with light, cautious steps. His eyes darted back and forth, examining the area around him. In some future life, he may have done so out of paranoia and suspicion, looking for enemies, but as for now the glances were for information and awe at the local architecture.

Port authorities stepped forth, as Jian stepped to the side, the authorities heading for the captain of the ship, now descending the same ramp he did just moments before. The two talked, as the jedi looked up at the sky and then at the conversation.

"... your message was forwarded, Captian Haubek. There needs to be no further action on your part, nor the part of your passengers to complicate the system." The authoritative figure barked, folding his arms and standing rigid. "We are happy to receive the Republic's emissary as he is."

The captain seemed less than amused, but obeyed as Jian waved him off. "It's alright, I am ready to go," was all the knight-errant said, his tone soft and calm. Keeping his hands under his cloak, he pulled on the sides of it as he was led off into a waiting hovercar, taking a seat in the back. Words failed to exchanged as it took off, the only sound of the whining engine making a statement as the car turned the streets, heading for the local convene.  
PostPosted: Sun Nov 20, 2011 5:33 am
Ilia had definently lost the Jedi as he came out of hyperspace. There was no confirmation yet, but she still personally believed it to be one. Still, she monitored the progress as the shuttle made it's way to the spaceport. Deciding to investigate herself, the Sith went into the capital, keeping her presence as minimalized as she could. Once she neared the spaceport, she could definently tell that there was a Jedi. His presence was muted: he was poorly concealing himself. He made a very tempting target, but she knew that her superiors would not like him dead so soon. With a sigh, she stayed just a few short moments, before stalking in the direction of the barracks. Likely the Commander already knew about the Jedi, but he'd want a force sensitive to confirm anyway.

When she did arrive, she approached the Human male, a Major, and explained the situation. "His presence changes nothing. The Republic will soon discover the extent of our desception," he replied. "Our role is to keep the city secure. No attacking him unless he causes trouble. Not yet anyway."

Ilia grunted. "Fine," before she stalked off, looking for where her company was. There was one female she was interested in finding. A NFU to be sure, but still someone with promise.  

ElladanKenet
Crew


Sol Walker
Crew

PostPosted: Sun Nov 20, 2011 9:04 am
User Image

The Commercial traffic over Rurria was lighter than usual. Tramp freighters, cargo ships, and other comercial vessels glided their way up and down the local traffic lanes as they transferred goods to and from the planet.

The quiet order of this humdrum activity was utterly shattered, however, as a grey hulking monster dropped out of hyperspace. With its aggressive arrow shape, its fang like twin prows and its command deck rising like a ziggarut from the stern of the craft, it sent a clear omen to the nearby spacers: The Sith had arrived.

The Battlecruiser was quickly joined by a trio of smaller Frigates and a host of transport ships, the entire force dropping out of hyperspace around the Battlecruiser. In no time at all the Battle Cruiser was deploying its fighters, the sleek ships quickly surging out to pursue the transports and capture them in the name of the Sith. The Frigates and attendant transports started moving towards whatever orbital structures were nearby, demanding their immediate surrender while the Battlecruiser Executioner loomed over it all like a dark god, waiting for a chance to unleash a fiery storm of destruction.

As this scene played out, one more ship departed the Battlecruiser, a Fury Class pursuit ship. This vessel unfolded her wings and slid towards the planet, carrying with it the Knight Commander of this military force, Droma Cinn. A massive man clad in blood red armor, he was a terrifying sight to behold as he stood looking out the bridge windows, looking past the bondsmen who piloted his ship to the planet below. This was the start of a great quest for Droma Cinn, a chance to gain power and influence among the Sith. The Emperor himself had tasked him with driving into Republic space not just to conquer, but to hunt for a legendary relic stolen with the defeat of the True Sith Empire Millenia ago. The Jedi had stolen it, and now the Emperor wanted this Blasphemy corrected. Here, on this world of literal bookworms, there could be a tangible clue to its location, for the Ruurians were a race of scholars, insectoid creatures who spent their youths in pursuit of knowledge before they matured into brainless adults.

"Take me to the Primary Scholastic Colony." Droma Cinn ordered, his voice booming and clear despite the lack of a speaker for his helmet. "We must take advantage of this momentary chaos before the pathetic Republic can muster a response to our intrusion."

The crewmen snapped affirmatives to their orders, but Droma Cinn suddenly wasn't paying attention. He had caught the whiff of prey. In the force, for the briefest instance of a second, he had detected the presence of others. Not Sith, for he already knew there were Sith abound, but Jedi. He could not be certain of their numbers or strength, but they were there, somewhere down below. A part of him wanted to descend, strafe the city they were in, and then hunt them down like the weak dogs they were. But the Sith Warrior had priorities. He was above the common rabble that so populated the ranks of the Sith. That was why he was assigned this quest, and he was not going to dare disappointing the Emperor.

"Something wrong, my lord?" Asked one of the Crewmen.

Droma Cinn turned to look at the man speaking to him.
"No. Now get us to the Scholastic Colony quickly."
 
Reply
The Second Imperium

Goto Page: 1 2 3 ... 4 ... 53 54 55 56 [>] [>>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum