After some discussion a minor reboot of the rules has taken place.
Players interested in playing more "personal" roles (or just not interested in the vast complex rules) can do so using the "easy" rules.
Players looking to burn out their brains with more complex rules and options, please direct your attention to the "Uber Difficulty Rules" hider.
Star Wars: Return of the Force 2
FACTS:
1: In most places being a force user is still considered a crimial offence.
2: Jedi and Sith are, in general, equally persecuted by all sides.
3: There has been no Jedi Temple for 400 or so Years.
4: There has been no Jedi Order for the same length of time.
5: There is no rule of two. When Bane presented the idea he was laughed at.
6: Lightsaber Resistant Materials are near impossible to acquire easily. You cannot and will not be able to start with things like Cortosis or Beskar Armour. Note; Within reason you can start with weapons protected as such. But any Cortosis weapons will not be the sort that short out lightsabers.
7: The Map is "absolute" so to speak. A normal hyperdrive can travel 1 grid square per day. A fast hyperdrive can travel 2 grid squares per day.
8: For every 5 Grid Squares travelled there is a 25% chance of a random event occuring.
Forbidden/Forgotten Worlds: (You do not start with knowledge of any of these locations even existing. You cannot start at them either.)
1: Dromund Kaas
2: Ruusan
3: Typhon
4: Lehon
5: The Maw
6: Byss
7: Ossus
8: Korriban
9: Myrkr
Some of these worlds have been discovered by one or two prior characters, some of them you can, with enough time and work, discover yourselves, and then some are lost to time, for all time.
Rules:
1: No God-Modding. Breaking this will have drastic consequences in-universe.
2: Random Events are part of life. Learn to love, hate and fear the dice. Mostly the last two. Hate. Fear... Remember to.
3: Your starting location will generally be randomised. You may make a request for a starting location if you have your heart set on something, but the GMs will have the final say.
4: On second thoughts. In almost all cases the GMs will have the final say, remember this for they will be rolling up random events ;)
5: Not all, but many of the random events need to be done in co-operation with one or more of the GMs depending on the difficulty. This can come in a combination of manners from steam chat to using roll20.com
6: We encourage banter and participation with the other players, while you can very much go lone-wolf in this it simply isn't as much fun without other people.
7: Keep the "romance" strictly PG-13, whether its rutting with a paid lady or a fifty post love story with another player, keep it clean Mahz not losing google revenue depends on it.
8: Violence is not restricted in the same manner. Feel free to be as graphic as you like short of posting images or posting gory scenes for gory scenes. (Eg: Describing a Saber Fight with a bar patron, sure go ahead be graphic, spending a novels worth of language describing how you defiled the bodies of the dead with your lightsaber is just pointless, a little disturbing, and not very healthy.)
9: You start creating/wanting a super weapon, you suddenly self-implode, it will be messy.
10: BE AWARE! It is 100% possible to get your characters killed totally, thoroughly and irreversibly.
Easy Rules;
Choose one of the three character types below. Once you have chose this you have 16 points to spend on the Physical and Force sections (or Tech and Skills for Forceless) each trait = 1 point unless it specifies otherwise.
Forceless Rules; https://drive.google.com/file/d/0B0qYweu36eUHOWI0MTVmbERCVjA/edit?usp=sharing
Jedi Rules; https://drive.google.com/file/d/0B0qYweu36eUHeHRBTTJzVC1WZVE/edit?usp=sharing
Sith Rules; https://drive.google.com/file/d/0B0qYweu36eUHSGVaX0ItQ0xmaHc/edit?usp=sharing
Then you get 100 points to build your personal ship using only the rules on this page.
https://docs.google.com/spreadsheet/ccc?key=0AkqYweu36eUHdG9sZFotZE9tZjl4THBZUjcyNl9pVkE&usp=drive_web#gid=5
Please PLEASE ignore all the other tabs there. They're not relevant to you ;)
Once that is done you can choose to either be part of the "crew" of an existing character which is playing on a "larger stage" so to speak. Or choose to go it on your own. While it isn't easy to make your own way in a big bad galaxy at war, it's much easier when its just you, a trusted companion and your barely spaceworthy ship.
IMPORTANT: SPECIAL NOTES:
There are a number of characters returning form the first. While they are not overpoweringly powerful, they do retain some advantages over new sheets. As such they will appear to operate to different rules to the rest of you creating a new sheet. Rest assured they are not actually working to different rules, these are characters "as is" from the last. They have some advantages over new sheets, but they also have a number of disadvantages (like already having pissed off some of the powers that be).
Also be aware you can contact me, Gat or Sarzu at any time (though of course we may not actually be away so there is that.) for advice, help or other questions.
And feel free to post queries here. We'll get to them sooner or later ;)
Thankyou.
Players interested in playing more "personal" roles (or just not interested in the vast complex rules) can do so using the "easy" rules.
Players looking to burn out their brains with more complex rules and options, please direct your attention to the "Uber Difficulty Rules" hider.
FACTS:
1: In most places being a force user is still considered a crimial offence.
2: Jedi and Sith are, in general, equally persecuted by all sides.
3: There has been no Jedi Temple for 400 or so Years.
4: There has been no Jedi Order for the same length of time.
5: There is no rule of two. When Bane presented the idea he was laughed at.
6: Lightsaber Resistant Materials are near impossible to acquire easily. You cannot and will not be able to start with things like Cortosis or Beskar Armour. Note; Within reason you can start with weapons protected as such. But any Cortosis weapons will not be the sort that short out lightsabers.
7: The Map is "absolute" so to speak. A normal hyperdrive can travel 1 grid square per day. A fast hyperdrive can travel 2 grid squares per day.
8: For every 5 Grid Squares travelled there is a 25% chance of a random event occuring.
Forbidden/Forgotten Worlds: (You do not start with knowledge of any of these locations even existing. You cannot start at them either.)
1: Dromund Kaas
2: Ruusan
3: Typhon
4: Lehon
5: The Maw
6: Byss
7: Ossus
8: Korriban
9: Myrkr
Some of these worlds have been discovered by one or two prior characters, some of them you can, with enough time and work, discover yourselves, and then some are lost to time, for all time.
Rules:
1: No God-Modding. Breaking this will have drastic consequences in-universe.
2: Random Events are part of life. Learn to love, hate and fear the dice. Mostly the last two. Hate. Fear... Remember to.
3: Your starting location will generally be randomised. You may make a request for a starting location if you have your heart set on something, but the GMs will have the final say.
4: On second thoughts. In almost all cases the GMs will have the final say, remember this for they will be rolling up random events ;)
5: Not all, but many of the random events need to be done in co-operation with one or more of the GMs depending on the difficulty. This can come in a combination of manners from steam chat to using roll20.com
6: We encourage banter and participation with the other players, while you can very much go lone-wolf in this it simply isn't as much fun without other people.
7: Keep the "romance" strictly PG-13, whether its rutting with a paid lady or a fifty post love story with another player, keep it clean Mahz not losing google revenue depends on it.
8: Violence is not restricted in the same manner. Feel free to be as graphic as you like short of posting images or posting gory scenes for gory scenes. (Eg: Describing a Saber Fight with a bar patron, sure go ahead be graphic, spending a novels worth of language describing how you defiled the bodies of the dead with your lightsaber is just pointless, a little disturbing, and not very healthy.)
9: You start creating/wanting a super weapon, you suddenly self-implode, it will be messy.
10: BE AWARE! It is 100% possible to get your characters killed totally, thoroughly and irreversibly.
Easy Rules;
Choose one of the three character types below. Once you have chose this you have 16 points to spend on the Physical and Force sections (or Tech and Skills for Forceless) each trait = 1 point unless it specifies otherwise.
Forceless Rules; https://drive.google.com/file/d/0B0qYweu36eUHOWI0MTVmbERCVjA/edit?usp=sharing
Jedi Rules; https://drive.google.com/file/d/0B0qYweu36eUHeHRBTTJzVC1WZVE/edit?usp=sharing
Sith Rules; https://drive.google.com/file/d/0B0qYweu36eUHSGVaX0ItQ0xmaHc/edit?usp=sharing
Then you get 100 points to build your personal ship using only the rules on this page.
https://docs.google.com/spreadsheet/ccc?key=0AkqYweu36eUHdG9sZFotZE9tZjl4THBZUjcyNl9pVkE&usp=drive_web#gid=5
Please PLEASE ignore all the other tabs there. They're not relevant to you ;)
Character Sheet for Easy Rules;
Name:
Appearance:
History:
Physical Traits:
Force Traits: (Replace with Tech Use and Skills if Forceless character)
Lieutenant Name:
Lieutenant Appearance:
Lieutenant History:
Physical Traits:
---(Rolled by GM)
Tech Use and Skills Traits:
---(Rolled by GM)
Ship Name:
Ship Appearance:
General Components:
Weapons:
Storage Components:
Special Systems:
Once that is done you can choose to either be part of the "crew" of an existing character which is playing on a "larger stage" so to speak. Or choose to go it on your own. While it isn't easy to make your own way in a big bad galaxy at war, it's much easier when its just you, a trusted companion and your barely spaceworthy ship.
IMPORTANT: SPECIAL NOTES:
There are a number of characters returning form the first. While they are not overpoweringly powerful, they do retain some advantages over new sheets. As such they will appear to operate to different rules to the rest of you creating a new sheet. Rest assured they are not actually working to different rules, these are characters "as is" from the last. They have some advantages over new sheets, but they also have a number of disadvantages (like already having pissed off some of the powers that be).
Also be aware you can contact me, Gat or Sarzu at any time (though of course we may not actually be away so there is that.) for advice, help or other questions.
And feel free to post queries here. We'll get to them sooner or later ;)
Thankyou.