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S T A R W A R S

L A W L E S S G A L A X Y


It is a time of conflict in the Galaxy, the Emperor is dead alongside his right hand man Darth Vader during the destruction of the Second Death Star above the forest moon of Endor during a battle that saw many of the Imperial War Machines Senior naval officers perish. As the Rebellion transitions into the New Republic all out war spreads throughout the Galaxy. A war, that is rife with opportunity.

Jabba the Hutt is dead, his sailbarge destroyed. The remaining Hutts, their numbered diminished, all vie for the scraps in order to absorb Jabbas vast criminal empire into their own. Meanwhile new players enter the field, Hutt Space is a buzz with activity as known Crime Lords rise up from the ashes of the fallen while the former Giants of the underworld try to maintain control. All the while forces of the Imperial Remnant and New Republic view the sector in chaos with greedy eyes.




O O C I N F O R M A T I O N

In this Roleplay, Players will be playing characters confined within Hutt Space. Political shiftings in the wider Galaxy, as well as within this area of space provides a rich canvas for players to make their own stamp on Star Wars history. Shall you fight with the New Republic to liberate those that have lived under the Hutts for centuries? Or will you seek the power that the Hutts once held for yourself? It is possible for a player to play as part of one of the GM controlled factions, to form their own faction or to alternatively act as an individual just trying to make a living in a dangerous galaxy. If you make a faction, you do not need to play the leader of the faction.

Rules:

1. While I am open to Input, like many RP's GMs word is law.
2. No killing off other player characters/Important NPCs with just one hit. Discussion needs to happen OOC and agreements need to be made that said...
3. If you do something incredibly stupid, such as putting your character right in the way of a turbolaster blast. They're probably going to die, while I want to avoid having anyones chars/npcs die when they don't want them too, try to act logically with them to preserve their life.
4. Please keep faction growth realistic, if you are in charge of a faction.
5. No Metagaming/Powergaming.
6. This Roleplay is going to contain some slightly more mature themes, blood, gore and swearing is allowed however should be kept tasteful (no doing it just for the sake of doing it). Anything in regards to what you are doing to that alien hooker, we don't need to know.
7. In your character history mention some form of dealing with a Drunk Dug with a Gambling Problem at least once, it doesn't need to be elaborate just to make me know you've read the rules (in a non obvious manner).
8. Initial Maximum of Two PCs per player, further can be discussed after at least four good quality posts in two weeks.
9. Respect eachother.
10. Have fun.

GM - Controlled Factions:

These factions are controlled by myself in order to facilitate events that can help players progress and interact with one another.





Player Factions:

These factions are created by players, and will list if they are able to be applied for.




A P P L I C A T I O N S

There are two types of application, character and faction. For those of you just wanting to be scum for hire, all you need to do is fill out a character application. For those wanting a faction you will have to fill out the CS of any character you intend to use as a PC.

Character Sheet

This sheet can be tweaked to your personal tastes, categories can be removed or added. The important ones that need to be kept are Name, Species, Appearance, Skills, Weaknesses and History. In terms of Canon we're sticking to the current Disney Canon (Canon articles on Wookiepedia). If there is something you wish to use/draw from that is from Legends and not in current canon it shall be discussed on a case by case basis. OCs only.

[b]Name:[/b]
[b]Species:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Faction:[/b]
[b]Equipment:[/b]
[b]Skills:[/b]
[b]Weaknesses:[/b]
[b]History:[/b]

Faction Sheet:

This Faction Sheet can be added too, but categories cannot be removed. Faction history just needs to be a timeline and not anything extreme.

[b]Faction Logo(If applicable):[/b]
[b]Faction Name:[/b]
[b]Faction Classification:[/b] Liberation Movement, Imperial Warlord, Slave Traders, Mercenary Group, Pirate Band etc.
[b]Faction Leader:[/b]
[b]Faction Members(Players):[/b]
[b]Important NPCs:[/b]
[b]Faction Assets:[/b] (Ships, strongholds, manpower, credits, access to weaponry. Last three can be rough estimates)
[b]Faction History:[/b]



F A Qs


Can I play a Force Wielder?

Yes, however there needs to be detailed explanation to how they discovered this affinity for the force and how any training was achieved.

Can I join a player faction?

That is up to the player who made the faction.

Can I join a GM Faction?

Yes, it is encouraged. I view them as less GM Factions as GM controlled. My control over them is how I control he world that we're in and ensure that everyone has something to get them going.

Where does my character start?

That is entirely up to you, I know that some players will have an idea straight from the get go of what they want to do. Do not fear, I'm going to be giving everyone something to get the ball rolling. I'd advise a major centre of activity such as Nal Hutta, Nar Shadda, Ilos Minor or Sleyhorn.



H A V E F U N


If you have any questions, please don't hesitate to ask.

Hidden 7 yrs ago 7 yrs ago Post by Sep
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Hidden 7 yrs ago 7 yrs ago Post by EliteCommander
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Name: Sirka Rhiko

Species: Ssi-ruu

Age: 30

Appearance:

Stands at 2.15 meters, and at a weight of 355 kg.

Faction: Unaffiliated

Equipment: Like most Ssi-ruu, Sirka wears only bandoliers across her chest to carry her belongings, along with whatever holsters she needs. Her primary weapon is a heavy repeating blaster rifle, attached to a power pack on her back. As a sidearm, she carries an E-11 blaster rifle, and a one-handed variant of a vibro-ax as a backup weapon. She carries a bandolier with a small number of stun grenades, and usually a single thermal detonator.
Skills (and abilities)
  • Close to medium range combat specialist
  • Strength equivalent to an adult wookiee
  • Thick, blaster resistant hide
  • Very keen sense of smell (able to detect changes in the emotional state of species with which she is familiar)
  • Triple eyelids resist sudden bursts of light
  • Growing knowledge of grenades and explosive devices
  • Surprising speed and grace for a creature of her size, when not encumbered by equipment


Weaknesses:
  • Long-range combat
  • Eyesight poorer than that of a human
  • Skill set not terribly varied beyond combat
  • Stands out in a crowd, or any other situation
  • While Ssi-ruu do possess natural agility, that agility is diminished when wielding her primary blaster
  • Little to no stealth capabilities


History: Destiny is not a concept in which Sirka believes, but it can certainly be said that fortune has both blessed and cursed Sirka to great degrees throughout her life, starting even before she could form memories. It started with a group of Trandoshan hunters exploring unknown areas of the outer rim for new and challenging game to hunt. Though their expedition was not terribly successful and ended with quite a few casualties on their side, Sirka’s egg was one of the trophies taken. She might have been raised as an oddity or slave among them, but her fortune turned when the Trandoshans ran afoul of a Jedi investigating pirates in the area. Being a member of an unknown species, it was only due to the Jedi’s acute observations and senses that she was identified as a sentient creature at all.

Devoid of any connection to the force, the young reptilian was, unfortunately, unable to remain at the temple. Once the Jedi made that determination, they did at least assist in finding her a home. After some consideration and searching, she ended up in the care of a trusted Togruta couple on Coruscant, as they were merchants who did regular business with the Jedi Order. They were a reasonably wealthy couple who wanted to give a good life to their new daughter, whom they named Sirka, but once more, fortune’s pendulum swung in the other direction for her. The rise of the Empire destroyed the life that her parents had established. They avoided being caught in the initial transition, but their former association with the Jedi Order caused them to flee Imperial space out of fear for their lives.

While they were able to flee with some of their assets, Sirka’s family ultimately lost most of the wealth they had. They, like many others, ended up as poor refugees on Nar Shaddaa. What was more, Sirka’s mother had already been pregnant with another child before they fled, so they had two daughters to support.

After some time, Sirka ended up growing much larger, and much more quickly than her parents could have expected. And that, of course, came with more expensive requirements for her care. Sirka grew up in cramped, often unsanitary conditions, with nothing in the form of luxuries simply because her parents wanted to make sure that their children did not go hungry. Even then, they had to sacrifice their own meals from time to time. In as lawless and unforgiving of a place as the Smugglers’ Moon was, it would have been simple for them to abandon Sirka, but they pressed on through her formative years, even when that meant resorting to more unsavory methods of supporting their family. Fortunately, their dedication was rewarded once Sirka was grown.

Given Sirka's species, she matured more quickly than a Togruta, and that growth had shaped her into an over-2-meter-tall, 350 kilogram beast of a reptilian. There was no form of formal school system in their part of Nar Shaddaa, so her parents had attempted to teach her whatever skills and knowledge they could to the best of their ability, but ultimately, her physical attributes were more suited to more dangerous work. She started off as a bodyguard that, through mere intimidation factor, rarely had to fight anyone, but she was drawn into other kinds of better paying mercenary work over time. She acquired her first blaster on the same day that she learned her scales were, in fact, resistant to blaster fire, and taught herself to shoot from there. Physical limitations with her eyesight prevented her from becoming too great of a marksman, but her circumstances and abilities forged her into a talented mercenary. At her sister’s insistence, Sirka has attempted to avoid falling into the trap of relying on her unique natural traits and has tried to keep improving herself, at least as far as it will help her work. In particular, she worked on how to use and understand grenades and other explosive devices. All the while, she used her growing income not only to support, but start improving the lives of her family.

Pleasantly for Sirka, she was able to help move her parents to a better part of Nar Shaddaa: a place that was reasonably safe, by the moon’s standards. After all of the sacrifices they made for her, she found herself dedicated to repaying them. She has become fairly successful as a freelance mercenary and has gone into business with her sister, Delni Rhiko. While Delni does not join in fighting, she does have a knack for business and helps her sister to find opportunities, and to make the best use of the funds they have. Although, Sirka still hopes to move even farther up the galaxy’s economic ladder to provide an even better lifestyle for herself and her family.

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@EliteCommander Given you your only bit of feedback on Discord.

Working on my character and his faction now.
Hidden 7 yrs ago 7 yrs ago Post by Sebastian
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Sebastian ✞ The Light in / the dark ✞

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Hidden 7 yrs ago 7 yrs ago Post by Burning Kitty
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Moved to character tab
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@SepI'm interested. Is it okay to be a Jedi in this?
Hidden 7 yrs ago 7 yrs ago Post by Archmage MC
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Heres a draft. Let me know what you think.

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@Alias I'm really wanting to limit the number, but throw up a sheet and be sure to include lots of lovely detail. I'm gauging it on a case by case basis.

@Archmage MC

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@Sebastian accepted.
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If anyone who gets accepted is debating about where to start, I can say that I intend to start on Paradise, above Ilos Minor, so at least one person will be there.
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@CaptainBritton 10/10. Would approve again.
Hidden 7 yrs ago 7 yrs ago Post by LordLinguinie
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character sheet and faction page, subject to change. If anyone is looking to co run a slave trade faction, I'm looking for a partner in crime.




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Hidden 7 yrs ago Post by Sierra
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So I wanted to throw this character out here as I think she can work. Judging from the cast built up so far, she would be the only true imperial of her kind which I think makes it an interesting pick. This is merely a concept at this point as I could not be bothered to turn four pages of lore into a manageable character sheet at 1am.

Lady Karra Ciph: Apprentice of the Sith
Karra is not her name, not by birth at least. It is an identity she took on when she was effectively adopted by none other than Lord Vader. Before the war, before the Republic was thrown into chaos by the threat of separatists, she and her family ran a small starport in the outer rim. However, all good things must come to an end. She was never a malicious child. She was young and playful and a tinkerer but none of that would matter to the Karazak slavers that shot her father and took her, her mother, and the rest of the town wholesale. The republic outpost a stone’s throw away was none the wiser. She was ten years old. She never knew of the war that raged, of the complete destruction of the republic, until after. She hardly even noticed that she had been touched by the Force.
The Empire noticed however. It was not a Jedi that freed her from bondage, it was an inquisitor of the Empire. As a child she saw the Jedi as great and noble protectors, but years of menial work for little food, being sold from owner to owner and ripped from what family she had left, had beaten the youthful optimism from her. The Jedi had failed her in her time of greatest need. The Jedi were incompetent; the Republic in all its talk of justice and peace was a sham, so she convinced herself. No tears were shed upon learning of both their fates.
The tragedy of the past turned her readily towards the dark side. When she was brought in, Darth Vader himself seemed to take a personal interest in the child. She was given a more extensive training than any inquisitor before her. She was taught to craft her own lightsabers in lieu of a traditional inquisitor’s weapon – forging a twin set joinable at the base. She studied first a double-bladed staff style of fighting, and later focusing more on separate dual wield. She learned to harness the Force with more strength and power than any inquisitor. She however could never truly quiet her mind enough to be precise with her Force powers. Her own uncertainties impeded her far too greatly.
Vader had become a shred of a father figure to her. Perhaps this was simply an adolescent child and the product of tragedy latching onto the first person who seemed to care about her. Whatever the truth, she received great preference over the rest of the Inquisitorious, and had the clout to pull Vader’s rank as if it was her own. Yet despite being trained as a true apprentice of the Sith, she was an inquisitor in rank still. Her training was kept secret from Sheev, who would certainly have her killed if he knew. He already had growing concerns about the Inquisitorious as a whole. She never knew that not long before the destruction of the second Death Star, Palpatine had learned of her training. If Luke Skywalker had indeed been converted to the dark side, she would be cast aside – potentially killed – to make way for this new apprentice. She was far from Endor when her master was killed.
Vader’s death gave her drive, conviction, purpose. These were all qualities she lacked previous. Her loyalty to Vader made up for this but in absence of a master, she was lost. The confused little girl she had always been was oncemore who she was even at the age of 37. Everything she knew was coming apart at the seams. She heard of the rebel incursion on Endor and hurried back as fast as the hyperdrive would carry her and her ship. Yet she was too late, and all that was left was a debris field.

Interestingly enough, she very much parallels Asajj Ventress in her story and her character arc. Also, yes this is what I considered “manageable”.
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@Sierra You have my interest.
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@Sep Updated my bio with the requested filler.
Hidden 7 yrs ago Post by LordLinguinie
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@LordLinguinie
Couple of notes, do I detect a hint of RvB? :P

Second: Your Imperial Friend wouldn't go into a Republic trap, he'd go into a Rebel Trap. The New Republic at this point has only existed for a couple of months maximum. That's not to say he couldn't have been on a Rebellion Prison ship, as they existed.

There's a couple of minor typos, but that doesn't bother me as much as we're in cas. I'm gonna say ~ Accepted.


The character and faction name are a reference to 'The Day The Earth Stood Still', though i have watch some of RvB I didn't intentionally hint at them. Edited it to rebel prison ship.
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@Sep Fixed typos, refreshed the story a bit, and did all the changes you suggested.
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