The Flight of the VanacariThe 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.
So the setting is pretty much Star Wars. Biggest difference is probably that Force-Sensitivity is much more common. Mostly this leads to that almost all soldiers have some degree of Force-Sensitivity in threat prediction and improved accuracy. Those that have telekinesis are usually trained to be warriors, who wield lightsabers, blasters, and scatterguns in equal measure. Powerful Force User are promoted to Knights, who mostly operate independently. This stage is where they enter the rat race of sith politics, and compete to become Masters.
To become a Master, you must be in control of a world. High Masters (or Lords in the more powerful sectors) control sectors, containing at least 20 high population planets. They have proved themselves superior to the other masters of that sector.
Once becoming a High Master, the next rung is the Dark Council, made of 12 High Lords and 1 Prime Minister, 6 of whom represent the 6 regions of the Empire (The North, Center, Coreward, Rimward, South, and the March). The other 6 represent the highest masters of their craft, the best Bladesmaster, Sorcerer, Spymaster, Admiral, General and Prophet. The Prime Minister is usually not a Sith, and represents the civilian government. Above them all is the Empresses. One must be a master in all aspects of the Force to entertain thoughts of challenging her. She is the product of a regime that encourages the best and ruthless to rise to the top, and she has slain many Jedi and Sith to do so.
Where do Sith Orders come into play? There are those who are not interested in this struggle towards the top, who are interested in advancing their own mastery in the Force versus mastering the politics of empire. There are many Orders, some remaining on planets versus those that are known across the Galaxy (The Vanacari are rather well known.) Some remain in their order for the span of their lives, others join for a time to learn and train before continuing on their political quest to the top.
And to supply the Sith Empire with enough warriors, they rely on cloning technology. Well, not quite cloning. They artificially create embryos on the scale of millions, each embryo slightly different from the last, genetic material taken from thousands of successful Sith and of course the Empress. This process does not guarantee Emperor level potential, but around one in 20 has the potential to be sith warrior. The others are either sorted to become a soldier, an administrator, or let loose into the private sector. Those with good potential are then trained in the ways of the Sith at Academies. The majority go to Empire run academies, but orders also accept applicants at this stage, and can receive a certain number from masters in recognition of services rendered.
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?
Attributes and Skills:
Martial: Offensive, Melee, Anger, Intimidation, Marauder (Best used in melee, combat. Lends itself to an aggressive play style, high risk with high reward. Ranged attacks lend itself towards closer ranged blasters and scatter guns, though laying down a heavy field of fire works as well. Force use sacrifices control for power. Outside of combat used for command and seduction. )
Willpower: Defense, Willpower, Force, Determination, Endurance, Stubbornness, Sorceror (Best used with Force- centered play style, controlling and focusing your powers to best maximize their use. Defensive/conservative style in melee, ranged style best with suppressive/ tactical fire. Most optimized for both power and control. Outside of combat, Resolve is best with negotiation, and crafting physical tools and weapons)
Cunning: Speed, Ranged, Dexterity, Persuasiveness, Quick-witted, Deception, Assassin (Best used with a focus on ranged blaster fire, taking precise shots and sharpshooting. In melee focus is on evasive maneuvering, using agility to gain better position, exploiting opportunities and quick strikes. Force use sacrifices power for control. Outside of combat, best used for deception/manipulation and hacking.
Skills: 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. If you don’t see a skill you like on this list, add it! If you want to specialize further in a particular skill, feel free to create a specialization. Skills add a bonus to an action related to that skill.
-Lightsaber Combat
-Blaster
-Command
-Piloting
-Force Arcana
-Teaching
-Enchanting
-Hacking
-Persuasion
-Management
-Animal Training
-Stealth
Force Powers: These are buffs or actions you can take, that use your force points. A buff uses a force point and remains active during the rest of combat. An action uses a force point and does the action. Rituals are done outside of combat, some may be sustained through a force point investment if applicable. You will automatically use a force point to avoid damage unless you ask not to do so or have run out of force points. Force points recharge after immediate combat. You will regain a point a turn after you run out unless you have 5 points invested in buffs.
Everyone Starts with these:
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 perception of the world. Great when scouting or in ranged combat.
Other Powers: You may discover more of these powers. For now, choose 2.
Lightsaber Throw Mastery (Action) Your weapon becomes an extension of your will to kill. Guide your blade through the air with perfect precision.
Telekinesis Mastery (Action) Everything around you is a weapon. Toss enemies through walls, tear down buildings and become a force of destruction/
Enhanced Agility Mastery (buff) Greatly increases your actual speed and reaction time. Become a whirlwind, your opponents will need every ounce of reaction time to merely react to your blows.
Enhanced Senses Mastery (buff) From a hushed conversation at the end of a crowded street to the muffled steps of the assassin in your chambers, little now escapes your notice. Your concern is not if you can hear or sense something, its listening to the right thing.
Dominate Mind (Action) Take hold of their minds, bend them to your superior will. May be resisted by those stronger or trained to resist effects. May daze target even if resisted. Can be used in persuasion, but using it on fellow Sith is… unwise unless you can get away with it.
Fear (Buff) Creates an aura of dread around yourself, promising doom to those who dare cross you. Those not strong enough break and rout, and even steely hearted Jedi may feel a sense of despair. Not as effective on those around and above your power level, but proper use can break apart squads of lesser foes.
Force Lightning (Action) Trademark of the Sith, unleash potent Sith Lightning from your body, causing immense physical and spiritual damage. Those who feel the pure power of the Dark Side are rarely the same afterwords.
Battle Meditation (Ritual): You see the world around you, a thousand thousand different possiblities. Men and women of a thousand different origins fight and die. Some futures lead to a defeat, other lead to a victory. If you are wise enough, intellignet enough, perhaps you can pick a path where every enemy lies defeated and everyone you care about is unscathed. But how long can you look? Enter a state of mediation, absorbing data through reports and from men, and issue commands to guide your force to a foreseen victory.
Force Kill (Action) With the power of the Dark Side, no one is assured of life. Directing the very energies of hate and passion, slay foes with but an extension of your will. The Force does protect from such instant kills… but if they have exhausted their power defending themselves, their lives are at your mercy.
Drain Life (Action) The Dark side does not restore or renew. It can only take and steal. Drain the very essence of life from your opponent's body, using that potent force to heal yourself. Doesn’t repair missing limbs or permanent damage . . . yet.
Personal Power or Ritual: Due to being a splinter of a Sorcerous Cabal, you may design your own power or ritual. Subject to revision or rejection by the GM.
Creating a Character:
Name:Regulus
Race:Human
Appearance:Pale skinned and dark haired. Has an intense gaze. Wields a red lightsaber.
Force Rank:6
Attributes:
Martial:2
Willpower:2
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.
-Lightsaber Combat
-Piloting
-Force Arcana
Force Points: 5
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 Senses (buff) Increases your preception of the world. Great when scouting or in ranged combat.
-Enhanced Agility Mastery (buff) Greatly increases your actual speed and reaction time. Become a whirlwind, your opponents will need every ounce of reaction time to merely react to your blows.
-Force Lightning (Action) Trademark of the Sith, unleash potent Sith Lightning from your body, causing immense physical and spiritual damage. Those who feel the pure power of the Dark Side are rarely the same afterwords.
Combat Style: Lightsaber and Blaster
Goal:Was drafted out of State Academy and assigned to the Vanacari to gain further training. Is looking to make a reputation for himself before trying to become a Master.
No specific player limit as of yet.