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Author Topic: Order of the Sith (Multiplayer Management/Action)  (Read 8368 times)

chubby2man

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Order of the Sith (Multiplayer Management/Action)
« on: October 04, 2019, 10:15:05 pm »

The Flight of the Vanacari

The Sith Empire stretched across thousands of worlds, its legions vast and feats of valor many. You are a member of a renowned order, the Vanacari. The Vanacari, masters of Force sorcery and ancient mysteries, are on the verge of extinction. After a Jedi strike took out nearly all of the Order’s senior leadership, rival orders within the Sith, the Dark Hand and the Order of Dumas, took advantage of the Vanacari’s weakness and plundered the order of wealth and talent.

    And so you were given your assignment, to rebuild the order. The Vanacari have splintered into separate cells to rebuild. You will need to establish a base, train new members, amass renown and prestige, and become strong enough so that you may prove yourselves the true heir of the Vanacari. The galaxy will wish to see you destroyed and your legacy forgotten. Rise above them.

Spoiler: Setting details (click to show/hide)

Creating the New Home of the Vanacari:
Name: You can either keep or change the name.
Focus: Main focus of the Vanacari is collecting Force techniques, sorceries and artifacts, though you could also change it to a more Mercenary focus or become political Shadow Brokers.

Main Base: Where your home base and training center is:
    A. Capital Ship:
Start with on board a modified Star Destroyer (Looks like a Harrower class Dreadnaught).  Grants additional mobility for your Order, and Zero-G and ship experience brings additional value to your recruits. Downside, If ship is lost it will be devastating. Hard to store materials, cannot expand without very significant investment.
B. Space Station. : Start with a star fortress in orbit around a world.Provides an exotic location for your Order., and provides options for both training in space and on the ground.
Downsides, Hard to bring down, but lacks mobility of a Capital Ship. Easier to expand than a capital ship but still expensive.
C. On the Ground: Start with a planetary Base. Has tons of room to start off and expand from. Choose the type of World to be on.
Downsides: No mobility, no space training but that can be made up in other ways. Probably the Safest Choice.

World Choice: For B and C.
A. Cosmopolitan World: Grants easy access to population, more recruits are interested. Easy to train socially. Few chances for ruins or survival training and more attention.
B. Agriworld: Low pop, less chance to attract negative attention. Lots of room to work with, nobody really to push back on policies you desire. You’d be a big fish in a small pond.
C. Death World: Very dangerous world, but your trainees and yourselves will be pushed to the test. May have a chance for ruins. Few chances to socialise, expansion will be more expensive due to security measures and a smaller population base.
D. Ancient World: A world possessing significant ruins. Dangerous due to fighting off other scavengers and other orders seeking treasures. They may also be haunted. Also has a small population base.

You may suggest other options or additional details, but I reserve the right to reject. Then, create your character as a leading member of the Order.

Just keep in mind, you must base your character as having a reason to be a part of the order. Your character may want to climb the ranks of the Empire and that is perfectly valid, but doing so will involve leaving the Order and retiring your control over the character. You will be free to create a character of equivalent ability if you so desire.

There will be no PvP, no secret actions. This may change in the future, but for now this is 100% coop, and any future PvP will only be consensual.

While your character should have a reason to join the order, you won’t have to be limited by the focus chosen. You can be a blades master or a political savant in an sorcery focused order.



Creating a Character:

Name:

Race: Human are by far the most common, but Orders have a higher proportion of other races. May use any Star Wars race, or make up or own. (I reserve the right to reject races.)

Appearance: (Include color of Lightsaber, red is most common, blue is disdained ( most common for jedi) green though a common jedi color is acceptable for scholars.)


Force Rank:6 (You have just truly started treading down the path of power. Indicates your power level in relation to other opponents.)

Attributes: 4 points to assign, max two to a stat. Determine number of die rolled.
   Martial:0
   Willpower:0
   Cunning:0

Skills: Choose 3 skills to start with. You can create your own skills if appropriate, this is by no means a comprehensive list. Skills inform areas where your character is notably skilled. You can still perform and attempt tasks that you don’t have a skill in.
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Force Points: 5 (Everyone starts with 5. Used to avoid damage and use force powers on the battlefield.)

Force Powers: Everyone starts with some basics, and then chose a further 2 powers form the powers list.
Lightsaber Throw (Action) Throws lightsaber, cutting down enemies. Will return to your hand in unless intercepted.
-Telekinesis (Action) Includes quick pushes and pulls. May use more force points to increase effect.
-Enhanced Agility (buff) Increases your actual speed and reaction time. Great in close combat, also useful for ranged.
-Enhanced Senses (buff) Increases your preception of the world. Great when scouting or in ranged combat.
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Combat Style: Most Common is the practical lightsaber and blaster, but you can also choose double blades, dual wielding (two lightsabers), or a single lightsaber (traditional for duels). You can even focus on just blasters.

Goal: Why is your character a member of this Order? They could have been drafted, or they could have sought it out on their own terms. Do they the Order as a permanent home, or just a waystation on the way to further power?




No specific player limit as of yet.
« Last Edit: October 05, 2019, 09:49:44 am by chubby2man »
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Madman198237

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Re: Order of the Sith
« Reply #1 on: October 04, 2019, 10:17:15 pm »

Yay!

I vote A, because I love the Harrower and mobility = options.
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Naturegirl1999

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #2 on: October 05, 2019, 09:04:22 am »

For focus, I vote political
Also A for mobility
« Last Edit: October 05, 2019, 09:22:51 am by Naturegirl1999 »
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ConscriptFive

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #3 on: October 05, 2019, 09:19:42 am »

A, keeping ourselves mobile seems like the way to go.

Also, political shadow brokers would be a fascinating campaign.

Naturegirl1999

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #4 on: October 05, 2019, 09:24:21 am »

Wait, it mentioned player limit, are we going to be different factions? Or is this a suggestion game?
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Madman198237

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #5 on: October 05, 2019, 09:29:40 am »

No, we're going to decide on an order type and then get individual characters within that order.

I'm thinking of the Force power-seeking order because that's what I'd like to do, but I also plan on going absolutely pirate to gain resources while simultaneously weakening anyone and everyone who could be an enemy. Basically, if it flies in space, we can steal it, being Sith (assuming it's not crewed by Force users), and then take it to some point in deep space and hide it until we can recruit enough people to crew it, repeat ad nauseam. Once we've got a full-blown Sith fleet, we can go roaming around the galaxy doing whatever we like---searching ruins and finding artifacts, whatever.
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Naturegirl1999

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #6 on: October 05, 2019, 09:32:49 am »

Thanks for clarifying
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chubby2man

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #7 on: October 05, 2019, 09:33:05 am »

Added Character Sheet to the OP, please continue to discuss Order Origins however! Player selection will not be based on first come, first serve (though if you are active in discussions that does help :P)

One faction, players will create the new leaders of this order. You can focus on a management role (training, organizing, politicking), focus on missions/questing, or any mixture of the two. I aim to be more RP focused, fiction first rather than explicitly mechanical, so don't feel the need to stress about optimizing your character (though if that is your thing feel free!).
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Naturegirl1999

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #8 on: October 05, 2019, 09:54:18 am »

Spoiler (click to show/hide)
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Madman198237

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #9 on: October 05, 2019, 10:37:47 am »

« Last Edit: October 05, 2019, 07:01:05 pm by Madman198237 »
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chubby2man

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #10 on: October 05, 2019, 11:13:37 am »

Both Character sheets look good!

So far Mobile is in the lead, with an edge towards becoming political shadow brokers.

Just be aware that Mobility has vulnerability and expansion problems! While being on planet gives you a large fortress temple that has a ton of expansion opportunities. While you won’t have a capital ship, you will have a corvette and shuttles, you won’t be planet locked or anything.
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Taricus

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #11 on: October 05, 2019, 11:15:49 am »

Voting for Option C, and Suboption C for it. Nothing like being on a death world to discourage prying eyes, and it's still cheaper to expand than a space station or a ship.

Spoiler: WIP Character Sheet (click to show/hide)
« Last Edit: October 05, 2019, 01:14:47 pm by Taricus »
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Shadowclaw777

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #12 on: October 05, 2019, 11:29:56 am »

Spoiler: ARaceBesideHuman? (click to show/hide)

Option C then D, the ground station is a good idea for a safe start but having access to ruins for force secrets and whatnot is much better than having access to a place that no wants to expand to, for good reason and would just make our life just more incredible difficult. If you go Deathworld than you should probably have a safe space station first to make expeditions from.
« Last Edit: October 07, 2019, 08:25:38 pm by Shadowclaw777 »
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Naturegirl1999

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #13 on: October 05, 2019, 11:40:19 am »

I’m changing my vote to CD
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Taricus

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Re: Order of the Sith (Multiplayer Management/Action)
« Reply #14 on: October 05, 2019, 11:56:11 am »

Trawling through ruins is... well, boring. And sure, being on a death world would make life a little difficult. But we're sith, we charge difficulty head on!

Admittedly, that does account for a large amount of sith mortality, but the dark side doesn't appreciate things like wisdom and thinking things through :P
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