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An RTD
After the destruction of the second Death Star and the death of Lord Palpatine,
The galactic empire fell into a state of chaos. The victorious rebel alliance seized the opportunity
to take the main planet of operations of the empire: Coruscant. However, this had... unintended
consequences. With a large portion of potential candidates to take over control of the empire
now gone, one particularly charismatic fleet martial in the imperial army, one who called himself
Lord Shadowspawn, managed to group the scattered imperial forces under his command. With
this, the empire once again outnumbered the rebel alliance, and began to undo much of the
progress the rebellion had made.
Planets fell before Lord Shadowspawn's onslaught, and hope
for the rebellion once again looked grim. Luke Skywalker, the hero of the battle of Yavin and the
battle of Endor, had gone missing. Han Solo and his newly betrothed Princess Leah carried the
burden of the rebellion on their shoulders alone. But, out of obscurity, 6 particularly brave and
cunning rebels rose to prominence. As Lord Shadowspawn approached the last rebel stronghold,
Coruscant itself, these 6 were equipped with a ship, and were given a vital mission. To somehow
find a way to stop Lord Shadowspawn from attacking Coruscant.
Description:This is an RTD based on the star wars universe. It takes place about 2 years after Episode 6. This will in no way follow any of the plots of the Expanded Universe, so being a Star Wars nerd is not required. However, I would recommend you have watched at least episodes 4-6 so that some of the characters and ships will be familiar. What is special about this RTD is that not only will characters be signing up, but people who want to moderate as well. Moderators will switch off when one runs out of stamina, or after a long mission has concluded (usually the liberation of a planet) This means that people who have wanted to mod a game, but are afraid of running out of stamina can have their wish without disappointing the players. Also, the different flavor of play will keep the game interesting for the players.
General Rules:1. There will be 6 players at a time. If any of them die, or become unresponsive for a significant amount of time without reason (to the moderator's discretion) They will be replaced by the next player on the list.
2. Moderators will update each turn on set days (which they will decide once they take over) They must update at a minimum of once per week and at a maximum of 3 times per week. If all players have submitted their action, then the moderator may update when they are able. If a moderator has to change the days/amount of updates, they must mention it in the thread. A moderator who does not meet their own guidelines for a significant amount of time without reason (to my discretion) will be replaced my the next moderator on the list.
3. Most persistent information about the game will be kept in google sheets. Players will be able to view these sheets and moderators will be able to edit these sheets when it is their turn to mod the game. Anybody who defaces the google sheets will be immediately banned from the game.
Game Rules:Non Combat: Noncombat actions will be based on a d6 with a "1" being a complete failure with possible side consequences, a "2" being a failure, a "3" being a slight failure, a "4" being a partial success, a "5" being a complete success, and a "6" being an overshoot success with possible side consequences. Each player will have a set of skills. Each level of skill will grant a +1 to any rolls dealing with that skill (up to +2) for example, a stealth skill will give a +1 to a roll to attempt to sneak past guards. If a player rolls a number lower than a 6, but the increase due to skill brings the number to a 6 or higher, the roll will be treated as a "5" (a complete success with no side consequences)
Combat: Combat is done with weapons and divided up into two categories: Ranged and Melee. Ranged weapons have a set amount of damage, but a roll for accuracy. Weapons can also receive an accuracy buff or debuff depending on range and skill. For example, the blaster pistol must roll a 2 on a d4 for a hit, but point blank range gives a +1 and long range gives a -1. However, no matter the range or skill, the blaster pistol will always do 2 damage if it hits. Accuracy skill can also improve the chances of a weapon hitting. Any damage taken from a ranged weapon will be taken from the character's HP pool. But the damage will be reduced if the character is wearing armor (1 armor will reduce all individual damages by 1, so two 2 damage shots will be reduced to 1 and 1.) Ranged weapons will also have a reload time. Powerful ranged weapons will likely take several turns before they can be fired again.
Melee attacks will always hit the target, but will deal a specific range of damage, to be determined by a dice roll. For example, a basic knife will do 1-3 damage and a d3 will determine which one gets chosen. Melee Weapons will also require a recovery time. Heavier weapons will generally require longer before an attack can be made again. Melee skill will increase the damage of a melee weapon. The damage rolled for the melee weapon will be subtracted from that character's HP pool. However, if two characters with melee weapons are attacking each other, then the one who rolled higher damage will subtract the damage from the other character, then deal the extra damage on the HP pool. Just like ranged weapons, armor will decrease all incoming melee damage. If a character runs out of HP (0 HP) they will become incapacitated, and if they take any more damage, they will die. An incapacitated character can still be carried to a medical facility and healed, but a dead character is removed from the game, and another character will take his or her place.
Ship: Each ship will have a set amount of HP, some mounted guns, and several systems. Each system will perform a certain task, and they can be destroyed from the inside only. They can also be repaired by crewmen from the inside, but ship HP can only be repaired at a ship repair shop. Ships may only use their mounted guns if they are attacking another target. And they can only attack one target at a time. Each mounted gun will act just like ranged weapons. They have a set amount of damage, but an varying accuracy that depends on range and skill. The pilot skill will increase the accuracy of mounted weapons. Just like people, ships can also have an armor level. It will work exactly the same as the armor on people. If a ship HP runs out, that ship will explode and any characters inside of it will instantly die. All information about ships will be stored in
this google sheet. Moderators may add ships as they see fit.
Systems: Each system is internal to a ship and can only be destroyed from the inside. If a system is destroyed, whatever function it performed will be lost until it is repaired by a crew member. Characters can attempt to man a system. To successfully man a system, a 3 or higher on a d6 must be rolled. Anything lower will be a failure. Some systems have to be manned to work, and most others will get an increase to functionality if they are manned. In addition, if a character wants to destroy a system (on an enemy ship perhaps) Then a 4 or higher on a d6 must be rolled. Skills that increase rolls for systems will increase the roll to man a certain system and to destroy a certain system. A detailed list of systems is inside the spoiler. A mod may add a new system if the situation calls for it.
Cockpit: This is where the ship is controlled from. If it is destroyed or unmanned, the ship will be unable to move or fire mounted cannons. If someone is manning the cockpit, the accuracy of the mounted cannons will increase.
Shield generator: The shield generator generates a shield (duh) which adds an extra layer in front of the ship's HP. A shield also has an HP amount, and if it is damaged, the HP will repair a set amount each turn. The strength of a shield varies from ship to ship. If the shield generator is destroyed, the shield will disappear. The shield generator does not have to be manned to work. If a character is manning the shield generator, the rate at which the shield recharges will increase by 1 HP per turn.
Turret: A turret can mount a weapon that can fire even if the ship is not attacking another ship. And it can fire if the cockpit is destroyed. However, it has to be manned. It works the same way as any ranged weapon, but it gets +1 accuracy from being manned
Power Core: On extremely large ships, this system, even though it is a weakness, is required. It provides power to all of the ship's systems. If it is destroyed, it will cause a massive explosion that would kill anybody close by. But it would also completely disable every other system on the ship. There is no benefit to manning this system
Medical Bay: This system allows characters to heal HP at a certain rates. (varies from ship to ship) It is not required to man this system, but if it is manned, the rate of healing will increase by 1 HP per turn. The character manning the system must not be the one(s) getting healed. If it is destroyed, it will not work.
Hyperdrive: This device allows ships to quickly travel from planet to planet. If it is destroyed, the ship will no longer be able to go into hyperspace. Any ship without a hyperdrive may still travel with a larger ship in a hanger. There is no benefit to manning the hyperdrive.
Hangar: A large room that can hold several small ships (the exact amount varies) In this way, small ships without hyperdrives can still stay with larger ships. If it is destroyed, you will be unable to launch any stored ships, or store any launched ships. There is no benefit to manning this system.
Airlock: A small room which allows entry and exit from the ship without exposing the entire ship to a poisonous atmosphere or the vacuum of space. It also comes with breathing masks for crew member. If it is destroyed, then any attempts to exit or enter will expose the entire ship ti a poisonous atmosphere or the vacuum of space. There is no benefit to manning this system.
Skills: Characters will start with a few skills of their choosing, and will gain more over the course of the game. After every action involving a certain skill, a d8 will be rolled. If the roll is an 8, then the character will gain one level in that skill. The maximum level for any skill is +2. Skills will either increase success in non combat actions, increase the accuracy/damage of weapons, or increase the chances of successfully manning a certain system. The list of skills and their detailed descriptions are in the spoiler. Moderators may add potential skills if the situation is fit.
Pilot: Increase the roll for manning the cockpit and increase the accuracy of mounted turrets.
Shieldsman: Increase the roll for manning shield systems.
Doctor: Increase the roll for manning the medical bay, and increase the roll for any attempted healing in the field.
Gunnary: Increase the roll for successfully manning a turret, and increasing the accuracy of said turret.
Sharpshooter: Increase the accuracy of all hand-held ranged weapon.
melee: increase the damage of all melee weapons.
Stealth: Increase the roll for stealth actions.
Speed: Increase the roll for running to things and running away from things.
Charisma: Increase the roll for convincing people to do what you want.
Acting: Increase the roll for pretending to be someone else. (like stormtroopers)
Climbing: Increase the roll for climbing things.
Repairing: Increase the roll for repairing things. (Like your own ship)
Hacking: Increase the roll for Hacking things.
Observation: Increase the roll for looking for things. (like traps... or enemies)
Throwing: Increase the damage and accuracy of thrown objects (does not apply to force throw)
There probably should be more. If you think you have a good one, please tell me.
Shops: After a planet has been liberated, you may visit it's shops. Each planet will offer it's own shops with some shops (like the ship repair) being found almost everywhere and some (like the ship augmenter) being exclusive to a single planet. There will be no monetary system in this game, but each planet will allow you to use several services for free, and let you choose one item from their specialty. This is how you will upgrade your ship and characters in between planet liberation. The list of shops and planet they are associated with are in the spoiler and in
this google sheet.
Ship Repair: A free service where your ship HP and all systems inside will be completely fixed, good as new. You can also mount any new weapons you may find along the way.
Found on: Coruscant, Mandelore, Yavin, Endor, Hoth, Tatooine, Bespin.
Hospital: A free service where all surviving characters will be completely healed, good as new.
Found on: Coruscant, Yavin, Endor, Hoth, Bespin.
Shipyard: A place where you can get other ships to fly alongside your mothership.
Found on: Coruscant.
ArmorSmith: A place where you can get the best armor in the galaxy. But the Mandelorians will require you to accomplish a tough task to earn their secret technology.
Found on: Mandelore
Ship Augmenter: A place where you can fit your ship with a new system.
Found on: Yavin
Swordsmith: A place to get some of the best melee weapons in the universe. (short of light sabers of course)
Found on: Endor
Artillary Depot: A place to fit your mothership with new weapons.
Found on: Hoth
Artifact Shop: This place just opened up, but you don't know what is sold there.
Found on: Dagobah.
Slave trade: A place to liberate a slave to work on your ship. The slaves most likely have skills that can be useful somewhere on the ship.
Found on: Tatooine
Gunsmith: A place to buy shiny new hand-held ranged weapons.
Found on: Bespin.
The force: If a character chooses to be force sensitive during character creation, (at the cost of other skills) a plethora of force-related abilities will be unlocked over time. However, force levels are different than other skills. Any force-sensitive player will increase one level automatically when a planet is liberated, or they can decide to meditate during a turn. However, a player may only level up force skills once per liberation mission. If a player decides to meditate, an 8 on a d8 will result in a level up, while anything else is a failure. The levels of force and their relevant skills are in the spoiler.
Level 0 (force sensitive, but no extra skill): The ability to wield a light saber.
Level 1: The ability to control the thought of the weak-minded (counts as a non combat action)
Level 2: The ability to remotely move inanimate objects around and to you, but not to throw them. (non combat)
Level 3: The ability to remotely throw inanimate objects and use them as a projectile. (ranged combat)
Level 4: +1 to controlling the thoughts of weak-minded people.
Level 5: Force choke (ranged combat)
Level 6: Force Lightning (ranged combat)
Level 7: +2 To controlling the thoughts of the weak-minded.
In addition to all of the abilities, each level of the force gets +1 to damage dealt with a light saber. So a level 7 force user will deal 7 more damage with a light saber than a level 0 (assuming they rolled the same for damage).
Weapons: All information about weapons will be stored in
This google sheet. Mods may add new weapons if they so desire. Note that the light saber can only be wielded by a force sensitive character, and it cannot be chosen at character creation. It must be found somewhere in the galaxy.
Character Creation:If you wish to play, please submit the character sheet below. If all 6 slots are already filled, then you can reserve a spot on the waitlist for when somebody dies. You won't have to submit a character sheet until it is your turn to replace a dead/inactive player. If you died, and you wish to play again, you may make another character, as long as it is not the same as your previous character. a moderator who has finished his or her turn may get in line to play and vice-versa. All information about current or deceased players and NPCs will be stored in
this google sheet.
Character Sheet:Name:
Gender:
Race: (There are gazillions of races in the Star Wars Universe, so pick whatever you want. You could even be a droid if you so desired.)
Skills: (You may pick 3 skills in the list to be level one in. If you want to be force sensitive, that will cost 2 skills.)
Weapons: (You may pick any one ranged weapon (except the force ones), and any one melee weapon (except the light saber)
Description: (anything you want. Mainly for role-playing purposes.
Backstory: (again, be as creative as you like. For role-playing purposes again.)
Potential Moderators:If you want to mod this game, post something along the lines of "I want to be a moderator" in the thread, then, PM me your e-mail address so I can allow you to edit the google sheets once your turn comes up. Moderators will switch out when the previous one runs out of stamina, or after a planet has been liberated, to prevent anyone from having the game for too long. If you run out of stamina, please PM me and the next moderator so they can get started with as little of an interruption as possible. At the beginning of your turn, make it clear which days of the week you will be updating, and try to stick to those days as much as possible. I understand if real life gets in the way of keeping a perfect record, but try to keep a somewhat regular schedule. If you have to change which days of the week you will update, post it in the thread. If you have finished a turn, but you feel like you could go again, you may put your name back in the mod waitlist.
While it is your turn, you may come up reasonable situations for the players to be in. You may make the environment and situation as creative as you like, but try not to ruin the immersion of the star wars universe. (no suddenly appearing Gandalf or anything like that.) Also make sure to scale the difficulty to make the game fun for the players, not fiendishly hard or too easy. Other than that, I assume you will have great ideas that will keep the game interesting.
Now for the actual game:
Players: (6/6)
Current Players:CoolRune206Name: MouSE Refitted Combat Droid, or Mouse for short
Gender: Not Applicable
Race: Modified
MSE-6-DroidSkills: Repairing, Hacking, Observation
Weapons: Built-in low-intensity anti-personnel laser (Blaster pistol), weak electrical shock transmitters.
Description: MouSE is similar to a normal MSE-6 only in its general structure. Apart from that, it is very different. Its wheels have been replaced with low power thrusters allowing it to hover up to two feet above the ground. It has a modified laser blaster inside of it which fires out of the front, and two small electronic welding torches which can be both used for repairs, and weaponized. Apart from that, it sports a very low-powered thermal scanner, and a radio receiver.
Backstory: MouSE was once a simple MSE-6 Repair Droid operating upon an Imperial outpost. Upon the destruction of the Death Star, its auxiliary coding was activated, and it tried to escape from what was now rebel space. It was easily captured, and deactivated for a year. However, a rebel technician took to re-coding the robot in his free-time. When he activated the droid again, he discovered something astonishing. Due to certain loop-holes in the coding, the droid had developed a curious nature. With further determined coding, this evolved into almost-free will. The robot was bound by hard coding to remain loyal to the rebels, but was otherwise left to its own devices. The technician eventually modified the robot physically to be far more versatile. The technician has since passed in one of Lord Shadowspawn's attacks, giving the little droid two reasons to hate the sinister Lord; both his coding, and his free-will.
LordBrassroastKadol Hazdark!
Gender: Male
Race: Human
Skills: +2 Doctor +1 sharpshooter
Weapons: Blaster Sniper and Sword
Description: Tall, wiry but strong, with short, wavy brown hair and a labcoat with medic insignia on the sleeves over his standard rebel trooper uniform.
Background: Born on Corellia, Kadol joined the Rebel Alliance after his best friend was killed by police in an anti-empire demonstration. Due to the fact that he was in med school before joining, he quickly became a combat medic, and was a decent sniper too, thanks to his father, who was a tiny bit of a gun nut enthusiast.
ZormodName: Nerrok
Gender:Male
Race:
QuarrenSkills: Gunnary, Charisma, Climbing
Weapons: Heavy blaster rifle, Knife
Description: He appears to be a standard Quarren, but with purple skin.
Backstory: Nerrok left Dac (Mon Calamari) when the Galactic Empire ended, like so many other Quarren. Unlike most others, he decided to become involved in the new republic.
YourmasterName: Alexander Raman
Species: Human
Gender:Male
Age: 17
Description: A boy of average height and build, with long brown hair. They have tanned skin. Their eyes are a dark brown.
Inventory: Sword, modified slug thrower (blaster sniper rifle)
skills: Force Sensitive, sharpshooter
Backstory: born out of the way of Jedi, Alexander never got noticed as a force sensitive. He learned basic things, and never had much trouble. That all changed when the fire nation attacked when the Empire was coming into power. Accused of being force sensitive, he was going to be executed. He was saved by others he knew. He wasn't acknowledged as force sensitive until the rebellion retook the planet. He was put as part of the team due to the fact he was force sensetive and had capability in rather rare slug throwers.
NosaneinmeS-C-D (Secret Combat Droid) or Sard if a humanize name
Gender: Droid(However refer to he out of utility really)
Race: Custom made Droid... Assassin Droid
Skills: 2 point Sharpshooter, 1 Charisma
Weapons: Blaster Sniper and Dire Vibroblade
Description: Like Many Assassin Droid before him... He was build to bend as normal droid usually protocol droid with it come and his progarm however was much freeing... the creator think get droid more free-thought was useful for planing and combat however most did was he was told and do his seller were however more was used, the less he want doing
His personality is quite cynical, as like bitter person however befitting like most assassin droid but His coding is litte too free if would ask even more freer than Fated HK series
HiddenleafguyName: Chauncey D. Filligree!
Gender:Male
Race: Short Human.
Skills:
1 rank in Acting.
1 rank in charisma
1 Rank in stealth
Weapons:
- An ornate DC-17 blaster pistol, with the words "Chauncey D. Filigree's, do not touch except for Chauncey D. Filigree" put into the metal in what looks to be gold.
-An Ornate Vibro-Rapier (Vibro Sword.)
Description: Chauncey is a short man with a glorious red beard, lovely red eyes, and pale skin, but the first thing people notice about him is not his height, nor his Beard, glorious as it is, but his coat, this particular coat is of the Alarony Spacer coat's particular style, (Think trench coat, but with much more pockets, mostly on the inside, but still many pockets.) mainly a lightish shade of red, with golden thread trimming the coat, it manages to complement the rest of his body, particularly his ever "I want to sell you something" expression.
Backstory: Contrary to his marvelous coat, Chauncey didn't grow up on Alaron, instead, he grew up in a small mine on Kuat, hiding inside of ore crates when the inspectors came, this changed when he was about 10 years old, when the empire, for a reason unknown to him, found it within reason to destroy the Mine, leaving young Chauncey, along with another, smaller child named Hitonat, to fend for themselves on the streets of Kuat City (Yes, that is the name of the capital.), Chauncey took to 2 arts like a fish takes to swimming, Conning, and Stealing, managing to make a fairly good pay rate stealing in the richer part of , mostly from retired imperial officials, making his way through life. Now at age 25, he has left Kuat to join the larger rebellion.
Future Players: (1)
Kansa
Deceased Players: (0)
[graveyard]
ModratorsCurrent Moderator:Origamiscienceguy
Future Moderators (0)
Urist McCoder
Finished Moderators (0)
[break room]