Star Wars RPG! WEG's D6! *Assumes title of GM*
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- Utsanomiko
- The Legend Rado Tharadus
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Star Wars RPG! WEG's D6! *Assumes title of GM*
The reasons aren't important, but after careful planning I have decided to start this summer off with an open-ended Star Wars adventure, run in good-ol' 2nd Ed(R&S) D6 by West End Games. Yipee. As I prefer, I shall be running it in this forum for the sake of clarity and flexibility of turns (besides, I'm still freshening up on the rules once again and need to double-check stuff while GMing). Sessions will pretty much occur between noon and 2:00-3:00am CST, letting everyone post their turn when the get the chance before I post the results unless they say they're busy otherwise (or a day passes w/o word). Pretty much just the usual modus operandi for this sort of shenannigans.
Anywho, what I've got is a setting I wrote up for the adventure, though other than some ideas for events and situations I haven't got a story setup to fall into. In other words the adventure will be greatly chosen by the kind of party the players create and what they decide what sort of places and adventures they're looking for.
I've got a few general guidelines for characters, but for now the only notable one is that the characters' should generally share the same goal, which most likely should be the aquisition of money by using their talents. The sector is fairly quiet due to being underpopulated and isolated but it's enough of an impovershed fringe to have some interesting and lucrative opportunities. With a unified goal in mind I encourage players to think up ways to be different in other ways, such as background or style/means of aquring such goals. Aliens are encouraged, particularly exotic ones. Let me know if you need me to find/create some stats for one you know about. I can also try to look for a species based on guidlines for appearance/mindset/abilities/place in the galaxy.
Also, unless everyone's in the concensus to play Jedi in some earlier Republic era, I don't allow characters to have Force skills beyond just being force-sensitive. I also prefer not to have Droids as PCs (though if for some reason you have a particularly weak character or some other excuse I'll probably allow you to also control a droid as an alt character). Even though I've got a fairly detailed sector to use as the backdrop, I'm starting it off at a point where the players can chose to go elsewhere if they deem it preferrable.
In general just remember to be part of the team, which includes me as the GM, as I ultimately determine what happens and can't do that if you're on a five-minute monologue or planning entire fights in your head. I tend to stick with the rules but I throw a lot of modifiers to rolls depending on how in-character or clear/defined are your actions. Saying 'I'm gonna Intimidate him' is vague and will probably come off as such to the target, but even the rulebook agrees that 'I'll shove the blaster under his chin and tell him how irrellevant his life is' gains about +10 as a modifier because the target is clearly not in control and could get killed. Your actions are purely defined by what you describe them as; it's not a matter of pointing to skills on your sheet and saying "I use this" like it's a video game. Stats are defined by what you can do, not the other way around.
For the record, the year this adventure takes place is about half a year to a year before Ep IV, which is Year 34 to the current calendar, iirc.
For now, I hope to have about 3-5 players to form a party, though I could handle a sixth. I've got my brother confirmed, maybe a second player as well, so anyone interested can go ahead and give questions and comments, throw out your ideas for your character, whilst I get the last few things set up. I should have the notes for the setting posted here in a bit, as well as a character template or example character sheet.
In the meantime I put up a guide to D6's basic playing rules on my webspace, with pictures. I thought it up mainly to put my thoughts into text on the notion of applying the ruleset to a PC RPG engine (much like Fallout's GURPS or the Forgotten Realms games) but I made sure it covered the rules for beginners as well. It's not finished, but I have it in a completed form to look at for now. I assume once I get my bro's character written up he can assist me in demonstrating somw uncovered aspects of the game and how I handle actions.
D6 Guide link
Anywho, what I've got is a setting I wrote up for the adventure, though other than some ideas for events and situations I haven't got a story setup to fall into. In other words the adventure will be greatly chosen by the kind of party the players create and what they decide what sort of places and adventures they're looking for.
I've got a few general guidelines for characters, but for now the only notable one is that the characters' should generally share the same goal, which most likely should be the aquisition of money by using their talents. The sector is fairly quiet due to being underpopulated and isolated but it's enough of an impovershed fringe to have some interesting and lucrative opportunities. With a unified goal in mind I encourage players to think up ways to be different in other ways, such as background or style/means of aquring such goals. Aliens are encouraged, particularly exotic ones. Let me know if you need me to find/create some stats for one you know about. I can also try to look for a species based on guidlines for appearance/mindset/abilities/place in the galaxy.
Also, unless everyone's in the concensus to play Jedi in some earlier Republic era, I don't allow characters to have Force skills beyond just being force-sensitive. I also prefer not to have Droids as PCs (though if for some reason you have a particularly weak character or some other excuse I'll probably allow you to also control a droid as an alt character). Even though I've got a fairly detailed sector to use as the backdrop, I'm starting it off at a point where the players can chose to go elsewhere if they deem it preferrable.
In general just remember to be part of the team, which includes me as the GM, as I ultimately determine what happens and can't do that if you're on a five-minute monologue or planning entire fights in your head. I tend to stick with the rules but I throw a lot of modifiers to rolls depending on how in-character or clear/defined are your actions. Saying 'I'm gonna Intimidate him' is vague and will probably come off as such to the target, but even the rulebook agrees that 'I'll shove the blaster under his chin and tell him how irrellevant his life is' gains about +10 as a modifier because the target is clearly not in control and could get killed. Your actions are purely defined by what you describe them as; it's not a matter of pointing to skills on your sheet and saying "I use this" like it's a video game. Stats are defined by what you can do, not the other way around.
For the record, the year this adventure takes place is about half a year to a year before Ep IV, which is Year 34 to the current calendar, iirc.
For now, I hope to have about 3-5 players to form a party, though I could handle a sixth. I've got my brother confirmed, maybe a second player as well, so anyone interested can go ahead and give questions and comments, throw out your ideas for your character, whilst I get the last few things set up. I should have the notes for the setting posted here in a bit, as well as a character template or example character sheet.
In the meantime I put up a guide to D6's basic playing rules on my webspace, with pictures. I thought it up mainly to put my thoughts into text on the notion of applying the ruleset to a PC RPG engine (much like Fallout's GURPS or the Forgotten Realms games) but I made sure it covered the rules for beginners as well. It's not finished, but I have it in a completed form to look at for now. I assume once I get my bro's character written up he can assist me in demonstrating somw uncovered aspects of the game and how I handle actions.
D6 Guide link
Last edited by Utsanomiko on 2005-06-19 06:22pm, edited 1 time in total.
By His Word...
- Captain tycho
- Has Elected to Receive
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- Utsanomiko
- The Legend Rado Tharadus
- Posts: 5079
- Joined: 2002-09-20 10:03pm
- Location: My personal sanctuary from the outside world
Ahh, here we go. It's long, I'll warn you, but it's mostly just background info in case you want to know (particularly if you want to be a character from somewhere in the sector, which is a good excuse for being in that sector and wanting to work on the planet Dio I guess). A few typos and some awkwardly-worded sentences (relative to by my standards) that probably repeat a few facts, but I wrote most of it over three or four evenings with a few extra tidbit sentences thrown in in subsequent revisions.
I'd have to say four things I should have clarified in it better are:
1) The sector's lack of trade and economic base is due to several factors tht have all ballooned over the last millenium, particularly the degree of underpopulation and low useage of the trade route (it's rarely recharted and therefore much slower/harardous than most, making travel through the sector far more out of the way than regions with magnitudes dense populations)
2) Crime and piracy is prevalent, though the Empire would prefer if people didn't notice. Some planets pay quite a lot of service to criminal organizations, and it's suspected that many colony worlds and facilities were sold to fronts for smugglers and pirates when the companies owning them went bankrupt or left.
3) The quality of systems is dependant on how close they are to the Corridor worlds. Those 12 systems are actually in pretty good shape, while another 3-4 dozen are backwater but not extremely poor or technologically behind. It's the colonies and dependancies that are serriously isolated and lacking in galactic trade, though htey're still better than the 'abandoned' worlds. Dio is probably in the top 40-100 I'd suggest.
4) I *know* I had a 4th clarification in mind. I just seem to have misplaced it...
Anywho, characters will be starting off in a spaceport sectrion of the city of Tollo Prime, on the planet of Otzo located in the middle of the Hoddarim Corridor. First characters who get fleshed out can mingle around, decide what they're doing or who they're with, do some basic actions, etc. Unless otherwise agreed upon, they're all preparing to take a ship to the Planet Dio (their original flight with Rimward Spacelanes was cancelled for being too small, this is a rescheduled trip aboard a freighter. The ship's pilot has 'kindly' agreed to let RS set up basic accomidations for passengers in the lower hold of his ship). I can write up the stats for a small courrier starship if two people decide to have joint ownership of it, and they all can take that instead.
-Hoddarim Sector
Sector within the inner edge of the Outer Rim. It comprises a sparse region of space lying mostly between two
galactic arms, filled with several million stars, most of which are
dead/uninhabited systems. During the Republic, it was listed as containing 47 major systems, over a thousand minor
inhabited colonies, and containing dependencies, factory worlds, and mining operations in the range of twenty
thousand. Although never a rich or highly-populated region, at one time it sas fairly profitable and often-traveled,
particularly around 3,000 to 1,500 years before the formation of the Empire, providing the region with relatively new
products and a steady supply of high-end galactic technology and standards of living. Now it is a depopulated, isolated
backwater, many of its worlds struggle to maintian galactic standards of living with a far smaller economic base;
colonies have crumbled into barely self-sufficient states, their dependancies abandoned save for scattered habitations.
Under the Imperial administration of Moff Serrat under Palpatine's Empire (and represented by Fargremell Hezel in the
Imperial Senate up until its disbanding), little Imperial military activity is present other than regular patrols and
observation. Very little travel from the rest of the galaxy goes through the sector, perhaps a couple ships a day, to
ferry passengers or sell goods at inflated prices, and almost all of them stay along the Hoddarim Corridor. The
Hoddarim sector has been nearly a ghost sector in this regard for over a millennium.
-Hoddarim Corridor
Hyperspace route connecting twelve major worlds together. The Corridor originally connected two parallel hyperspace
routes, which for thousands of years received much traffic between the Mid Rim and Outer Rim near the Hydian Way.
Around 1,200 years ago, as regional economics changed and galactic commerce found better routes and sectors with
more lucrative profits, travel through the Corridor significantly dropped and trans-sector trade all but disappeared within
a few decades. Depopulation occurred throughout the sector, with many people emigrating from the Corridor to follow
changes in trade routes. Most self-sufficient systems and colonies saw at least half their population move to Corridor
worlds (and in turn soon moved out of the sector), while worlds without even somewhat-stable habitation were all but
abandoned. The Corridor manages to benefit from some intergalactic trade, although these goods are in such low
supply that few hits the open market and they are very expensive either way. The twelve systems in the Hoddarim
Corridor have been the least affected by the loss of intergalctic trade; they receive the most traffic, have the highest
populations and numbers of buisnesses, and are responsible for producing almost all of the sector's necessities,
including lower-tech equivalents of items otherwise too complex or expensive to manufacture itself.
Official Imperial System Count, Hoddarim Sector:
462 Member Worlds
815 Colonies and Dependancies
(This estimate distorts the self-sufficiency and population of its 'Member Worlds' and lumps all other systems with
catalogued habitation as colonies. Said catalogue is grossly inacurrate in which worlds lack habitation; independent
reports indicate that as many as one thousand of these old installations/outposts still bear settlements. The best
estimate is an average of 1,000 beings on each, though such 'uninhabited' planet- an abandoned farming colony- was
bearing a un-industrialized population of at least two million.)
-Dio System (Star Hoddarim G20339)
The Dio System is yet another near-isolated, partially abandoned, self-sufficient backwater stuck in the middle of the
Hoddarim sector, about 400 light years from the nearest Corridor system. The Dio system, like many others in this
sector, relies on technology it can produce and maintain itself for its low-billions population. This includes simpler
power sources using less-refined fuels, smaller refining/manufacturing machines, and the lack of many items built
using processes which require galaxy-wide trade and massive factory worlds, like starships and repulsorlifts. Unlike the
Corridor systems, Dio has access to even fewer manufacturing capabilities and does not partake in intergalactic trade
on a regular basis. Interstellar travel between Dio and major sector worlds occurs on the average of one ship every
couple days, most of which are freighters and passenger liners, and rarely more than 6 to 8 a year involve travel from
outside the sector. As such even the cheapest and smallest of items (such as blasters and powerpacks) are
unmanageably expensive. System contain 10 planets (4 gas giants), with primary settlements on the second planet
named Dio. The third and fourth planets contain small settlements devoted to the mining and production of refined
materials, while power plants and facilities on both Dio's moons produce the system's supply of fuel cells (an inefficient
but common Hoddarim alternative to power packs and compact generators), dumping the by-products of these
installations into their barren environments.
-Planet Dio
Main inhabited world of the Dio system, currently containing a population of about 500 million people. At one point in
time the population was over three and a half billion. During the height of the sector's galactic trade, Dio was the head
of its own local government, controlling two other colony systems and housing companies that owned refineries and
factory worlds in several systems. Most of these companies were involved in the sector-wide production of light
materials such as droid body shells and furniture, and as such the vast majority of these systems' manufacturing
capacity and population centered around them and the revenue and traffic they brought. These companies eventually
went under or left the sector, leaving many of the worlds to be abandoned or sold off. Dio was forced to disband
extra-solar colonies and focus on supporting its own remaining populace, shutting down many of the colonial
government's functions and ability to manage itself, let alone overcome the logistical nightmare of rebuilding the
system's infrastructure.
For the next millennium Dio was a member of the Otzo-Tolia Joint Trust, one of several associations created by self-
sufficient major worlds to organize, purchase and distribute necessities for several systems and nearly a hundred
dependencies and minor settlements. The OTJT, run by the Otzo system located in the Corridor, were responsible for
redistributing many populations and dictated which planets should build what in order to maintain relative independence
(the catch being that Otzo became the exclusive provider of many goods, materials, and services, which was
intentionally arranged in such way to Otzo's benefit). Though the association's power waned once these systems had
stabilized and began their own manufacturing and thus were largely ignored, the Trust remained as the key
administrative body in governing all decisions above the local municipal level on Dio and most other worlds up until the
time of the Empire. Within a few years Otzo was finally appointed Jolia Mogen as its Imperial Governor, disbanding the
Trust and placing its member worlds under Governor Mogen's jurisdiction. It was essentially a change of names and
figurehead, though the increase in governing efficiency was notable.
On a local level, Dio is relatively inactive geologically and ecologically, containing few landmarks or native flora and
fauna worth noting. The planet's environments are mostly plains and marshes, with some arid inland regions on the
main continents. It its Southern hemisphere has two main continents: Dellac, containing most of Dio's cities, and the
larger, colder Yatuia, which is comprised of several subcontinents. There's also a smaller continent and numerous
island chains in the north, but perhaps only a few million people inhabit them. Dio currently has a three major
population centers, containing a fifth of the planet's population. Forty million are in Northfen, Dellac, which is the
planet's defacto capitol and contains a modestly maintained spaceport. Miorilli and Thohssela are almost on opposite
sides of Yatuia, and together are home to over 50 million, with another 160 to 180 million in cities in the middle of the
continent. However these two metropolises are greatly depopulated, and don't have the same unity or economic
strength as Northfen. Conversely, it is widely regarded that Northfen has rather prominent amount of organized crime
running many companies and business deals.
Local Technology: Fuel Cells. Term used for several similar types of fusion and chemical power sources used in
virtually all 'modern' technology produced in Hoddarim. They range from minature cells, rechargable batteries, and
portable powerpacks, used in vehicles, power plants, tools, and large commercial items. These types of generators,
fuel and batteries are most often less efficient than ones found in the rest of the galaxy, but are far easier to produce in
small, city-sized factories, and use common materials for fuel, which are far less complex to refine and use than the
exotic materials found in heavy fusion or the hypermatter used in starships and large-scale reactors. The byproducts
involved in production, particularly in the energy storage components of handheld cells, are extremely toxic. Although
fuel cells aren't less effective than their modern counterparts by more than a factor, Hoddarim has only used this
technology in starships on a 'temporary' basis in the past, when for several centuries starship fuel tankers did not
conduct travel through the sector. During that time ships were fitted with external fuel tank pods and jury-rigged with
the necessary filters and adaptors to their drives; an expensive alternative which pushed the limits of fuel cell
technology in terms of applicable scale and efficiency of simple fusion. One fortunate result of Imperial occupation was
the return of regular fuel trade in Hoddarim. Starship fuel is now one of the only galactic imports that is cheap and
ubiqutous in this sector.
Local Technology: Autocars. A great example of the incredible scale of manufacturing required for common technology
is repulsorlift drives. Something as mundane and inexpensive as a young adult's first speeder has a propulsion system
containing materials made from an astronmically massive installation built around a black hole. A sector as isolated,
underpopulated, and resource-poor as Hoddarim could not even begin to fund and maintain something that enormous,
and didn't have high enough demand to warrant the large-scale production it entailed. Import speeders are rare and
expensive, and although many entrepeneurs and small companies attempted to locally produce speeders using
imported repulsorlift drives over the centuries, the costs and small customer base has always eventually forced them to
give up and close. Several manufacturers have filled the niche for commercial ground transports with wheeled vehicles
sold under the nickname of 'autocars'. More or less just as durable and versatile as land speeders, these low-tech
transports typically feature two pairs of air-filled polymer tires, individually suspended, balanced, and adjusted via
computer-guidance, providing smooth as of turns, accelleration, and braking as possible. A major disadvantage is their
low speeds and need for recharging and regular maintenance. Most use a form of rechargable fuel cells, which allows
autocars to typically reach top speeds of 100km/h to 200km/h and go 500-1000km before refueling. These vehicles
come in numerous varieties, from giant transcontinental cargo transports, to two-seat small luxury vehicles, two-
wheeled motorized bikes, family transports, and rugged trucks for personal cargo. Airspeeders are even less common
than landspeeders, even among the wealthy or well-traveled. A variation of autocars, typically built custom in small
workshops, are 'hovercars', using jet turbines for proulsion and air-driven vertical takeoff. Most air travel and
intercontinental transportation is still handled by repulsorlift vehicles, owned and maintained by the planetary government.
Local Technology: Laser guns. A weapon type not used regularly since before the formation of the Republic, laser
pistols and laser rifles are simple energy weapons that take advantage of the rarity and cost of imported blaster packs
in the Hoddarim sector. Unlike blasters, Hoddarim laser guns are litterally amplified light, benefitting from relatively
advanced forms of miniaturization and cooling methods. They are somewhat underpowered; they lack the sheer power
and high-temperatures of blasters and yet cannot pierce materials as well as projectile slugs. Though great for
personal defense, they not very effective against dense materials or thick armor. Fuel cells for laser guns come in
several varieties of sizes, comparable to most blaster power packs, but typically contain enough energy for only ten to
thirty shots. They fire mostly invisible beams (though the emitters produce a muzzle flash due to radiating waste light,
and the beams will produce glowing trails in smoky/dusty environments) and cut through the air with a whip-like
cracking noise. Most laser pistols fire in a series of pulses over fractions of a second, while some longarms or large
'cannons' fire in single, high-powered shots. Very few models utilize continuous beams, due to overheating and limited
power supply. Numerous types and models of laser guns and their fual cells (along with some advanced models of
slug-throwers) can be found for reasonable prices in weapon stores on virtually every inhabited world in the Hoddarim
sector, while blaster power packs and some common models of blasters are available at marked-up rates (2 to 3 times
galactic price) in select import markets.
Regional Secondary Language: Tchochet. Language originating from the Tchoa, an alien race that inhabited roughly
eighty worlds across four Outer Rim and Mid Rim sectors, including the Hoddarim Sector. When colonists and
traders from the rest of the galaxy began to travel through this region regularly and set up colonies in great numbers,
The Tchoa integrated into the Republic's general population. Their language remained the primary form of
communication on their worlds while spreading to others over time. The Tchoa died out as a species 8,500 years ago.
Tchochet remains to be used predominantly in Tchoan-origin worlds, is still used regularly in many communities on
nearby worlds, and is a common secondary language known by most people to some degree throughout their old
sectors.
Notable Region: Pa'rozha Confederacy: Cluster of nine systems within the Hoddarim Sector, belonging to the native
Pa'rozhians. From their homeworld of Pro, they have maintained their own interstellar civilization for the last 6,000
years, though have been readilly influenced by and welcoming of the galactic community within the sector. While Pro
and its colonies have never maintained technology beyond the simple space travel, it is very self-sufficient and was
hardly affected by the sector's shift in galactic trade. Lacking modern manufacturing capacity or commodities, Pro and
its dependencies had been all but non-existant in Hoddarim trade and went largely unnoticed. The non-Pa'rozhian
inhabitants became integrated into the Confederacy over the next milennia, becoming more accustomed to the
uniquely low-tech-but-refined society of Pro than the galactic 'community' that lost touch with them. Under the
expansive, omnipresent Empire, Pro is a member world, though still maintains its colonies and technology in the same
backwards isolation it has since the species' beginning. The Pa'rozha Confederacy exists mostly in name and spirit
now, as it is considered to be little more than a local trade bureau and subordinate to Pro's Imperial Governor.
Native Species: Pa'rozhians. Sometimes locally referred to as Prozhans. Vaguely lagomorphic race native to the
planet Pro, several hundred light-years off the Hoddarim Corridor. They are stocky, usually 1.7 to 2.1 meters in height,
and physically adept sapient species, covered in extremely soft short black fur, often bearing a slight hue ranging from
navy blue to turquoise and dark green. Females are usually taller but of slimmer build. The Republic came into contact
with the natives of Pro long before they had developed anything beyond simple stone tools and spoken language. Their
prevalent contact with humans considerably affected and guided the Pa'rozhians in terms of technology, culture, and
physical evolution. They have since settled into a simple spacefaring society, parhaps similar to the arduous but
dilligent Core Worlds of a hundred milennia ago. What little they may of had of an independently-developed culture no
longer exists; the closest being their old ceremonial 'native' written language of Cyet, once thought to have been
developed exclusively by Pa'rozhians centuries after galactic contact, it turned out to simply be an application of trade
symbols used at the time by Muunilinst along the Hydian Way. They also have some slightly unique takes on galactic
holidays and social ettiquette.
And for those suspecting EU minimalism, they are free to look up the local naval desense forces and see there's a 10+ kilometer-long super star destroyer in orbit of the 6th system along the Corridor
Hoddarim Sector Fleet:
-Praetor-Class Star Battlecruiser "Wise Proclamation"
-x5 Contemptor-Class Star Cruisers (Aeternum, Universal, Necropolis, Tempest, Omnibenevolent)
-24 Victory-Class Star Destroyers
-68 Demolisher-Class Star Frigates
-255 Reliant-Class System Patrol Frigates
-900+ various fleet-based corvettes, carriers and transports, and planetary defense and patrol craft
Despite its remoteness and unimpressiveness, The Hoddarim Imperial sector fleet was the benefactor of six impressive
warships to serve as commanding vessels. Though claimed by some nay-sayers to have been assigned purely through
some kind of clerical error, these battleships were part of many Clone War-era starships being phased out of Kuat Drive
Yards' system defense fleets in the first years of the new Empire. Along with numerous smaller ships freshly
completed and crewed for their assignment to the distant Hoddarim Sector, the last direct order from the Emperor was
to deliver Moff Serrat and the new fleet to the sector capital of the Horosk system, where the rest of the fleet would
distribute among various systems and transport various newly-appointed planetary governors to their respective worlds.
The Praetor-class HIMS Wise Proclamation and her five Contemptor-class Star Cruisers are still in orbit of Horosk IV,
idling like sleeping demigods too illustrious to bother with all but the most important concerns.
I'd have to say four things I should have clarified in it better are:
1) The sector's lack of trade and economic base is due to several factors tht have all ballooned over the last millenium, particularly the degree of underpopulation and low useage of the trade route (it's rarely recharted and therefore much slower/harardous than most, making travel through the sector far more out of the way than regions with magnitudes dense populations)
2) Crime and piracy is prevalent, though the Empire would prefer if people didn't notice. Some planets pay quite a lot of service to criminal organizations, and it's suspected that many colony worlds and facilities were sold to fronts for smugglers and pirates when the companies owning them went bankrupt or left.
3) The quality of systems is dependant on how close they are to the Corridor worlds. Those 12 systems are actually in pretty good shape, while another 3-4 dozen are backwater but not extremely poor or technologically behind. It's the colonies and dependancies that are serriously isolated and lacking in galactic trade, though htey're still better than the 'abandoned' worlds. Dio is probably in the top 40-100 I'd suggest.
4) I *know* I had a 4th clarification in mind. I just seem to have misplaced it...
Anywho, characters will be starting off in a spaceport sectrion of the city of Tollo Prime, on the planet of Otzo located in the middle of the Hoddarim Corridor. First characters who get fleshed out can mingle around, decide what they're doing or who they're with, do some basic actions, etc. Unless otherwise agreed upon, they're all preparing to take a ship to the Planet Dio (their original flight with Rimward Spacelanes was cancelled for being too small, this is a rescheduled trip aboard a freighter. The ship's pilot has 'kindly' agreed to let RS set up basic accomidations for passengers in the lower hold of his ship). I can write up the stats for a small courrier starship if two people decide to have joint ownership of it, and they all can take that instead.
-Hoddarim Sector
Sector within the inner edge of the Outer Rim. It comprises a sparse region of space lying mostly between two
galactic arms, filled with several million stars, most of which are
dead/uninhabited systems. During the Republic, it was listed as containing 47 major systems, over a thousand minor
inhabited colonies, and containing dependencies, factory worlds, and mining operations in the range of twenty
thousand. Although never a rich or highly-populated region, at one time it sas fairly profitable and often-traveled,
particularly around 3,000 to 1,500 years before the formation of the Empire, providing the region with relatively new
products and a steady supply of high-end galactic technology and standards of living. Now it is a depopulated, isolated
backwater, many of its worlds struggle to maintian galactic standards of living with a far smaller economic base;
colonies have crumbled into barely self-sufficient states, their dependancies abandoned save for scattered habitations.
Under the Imperial administration of Moff Serrat under Palpatine's Empire (and represented by Fargremell Hezel in the
Imperial Senate up until its disbanding), little Imperial military activity is present other than regular patrols and
observation. Very little travel from the rest of the galaxy goes through the sector, perhaps a couple ships a day, to
ferry passengers or sell goods at inflated prices, and almost all of them stay along the Hoddarim Corridor. The
Hoddarim sector has been nearly a ghost sector in this regard for over a millennium.
-Hoddarim Corridor
Hyperspace route connecting twelve major worlds together. The Corridor originally connected two parallel hyperspace
routes, which for thousands of years received much traffic between the Mid Rim and Outer Rim near the Hydian Way.
Around 1,200 years ago, as regional economics changed and galactic commerce found better routes and sectors with
more lucrative profits, travel through the Corridor significantly dropped and trans-sector trade all but disappeared within
a few decades. Depopulation occurred throughout the sector, with many people emigrating from the Corridor to follow
changes in trade routes. Most self-sufficient systems and colonies saw at least half their population move to Corridor
worlds (and in turn soon moved out of the sector), while worlds without even somewhat-stable habitation were all but
abandoned. The Corridor manages to benefit from some intergalactic trade, although these goods are in such low
supply that few hits the open market and they are very expensive either way. The twelve systems in the Hoddarim
Corridor have been the least affected by the loss of intergalctic trade; they receive the most traffic, have the highest
populations and numbers of buisnesses, and are responsible for producing almost all of the sector's necessities,
including lower-tech equivalents of items otherwise too complex or expensive to manufacture itself.
Official Imperial System Count, Hoddarim Sector:
462 Member Worlds
815 Colonies and Dependancies
(This estimate distorts the self-sufficiency and population of its 'Member Worlds' and lumps all other systems with
catalogued habitation as colonies. Said catalogue is grossly inacurrate in which worlds lack habitation; independent
reports indicate that as many as one thousand of these old installations/outposts still bear settlements. The best
estimate is an average of 1,000 beings on each, though such 'uninhabited' planet- an abandoned farming colony- was
bearing a un-industrialized population of at least two million.)
-Dio System (Star Hoddarim G20339)
The Dio System is yet another near-isolated, partially abandoned, self-sufficient backwater stuck in the middle of the
Hoddarim sector, about 400 light years from the nearest Corridor system. The Dio system, like many others in this
sector, relies on technology it can produce and maintain itself for its low-billions population. This includes simpler
power sources using less-refined fuels, smaller refining/manufacturing machines, and the lack of many items built
using processes which require galaxy-wide trade and massive factory worlds, like starships and repulsorlifts. Unlike the
Corridor systems, Dio has access to even fewer manufacturing capabilities and does not partake in intergalactic trade
on a regular basis. Interstellar travel between Dio and major sector worlds occurs on the average of one ship every
couple days, most of which are freighters and passenger liners, and rarely more than 6 to 8 a year involve travel from
outside the sector. As such even the cheapest and smallest of items (such as blasters and powerpacks) are
unmanageably expensive. System contain 10 planets (4 gas giants), with primary settlements on the second planet
named Dio. The third and fourth planets contain small settlements devoted to the mining and production of refined
materials, while power plants and facilities on both Dio's moons produce the system's supply of fuel cells (an inefficient
but common Hoddarim alternative to power packs and compact generators), dumping the by-products of these
installations into their barren environments.
-Planet Dio
Main inhabited world of the Dio system, currently containing a population of about 500 million people. At one point in
time the population was over three and a half billion. During the height of the sector's galactic trade, Dio was the head
of its own local government, controlling two other colony systems and housing companies that owned refineries and
factory worlds in several systems. Most of these companies were involved in the sector-wide production of light
materials such as droid body shells and furniture, and as such the vast majority of these systems' manufacturing
capacity and population centered around them and the revenue and traffic they brought. These companies eventually
went under or left the sector, leaving many of the worlds to be abandoned or sold off. Dio was forced to disband
extra-solar colonies and focus on supporting its own remaining populace, shutting down many of the colonial
government's functions and ability to manage itself, let alone overcome the logistical nightmare of rebuilding the
system's infrastructure.
For the next millennium Dio was a member of the Otzo-Tolia Joint Trust, one of several associations created by self-
sufficient major worlds to organize, purchase and distribute necessities for several systems and nearly a hundred
dependencies and minor settlements. The OTJT, run by the Otzo system located in the Corridor, were responsible for
redistributing many populations and dictated which planets should build what in order to maintain relative independence
(the catch being that Otzo became the exclusive provider of many goods, materials, and services, which was
intentionally arranged in such way to Otzo's benefit). Though the association's power waned once these systems had
stabilized and began their own manufacturing and thus were largely ignored, the Trust remained as the key
administrative body in governing all decisions above the local municipal level on Dio and most other worlds up until the
time of the Empire. Within a few years Otzo was finally appointed Jolia Mogen as its Imperial Governor, disbanding the
Trust and placing its member worlds under Governor Mogen's jurisdiction. It was essentially a change of names and
figurehead, though the increase in governing efficiency was notable.
On a local level, Dio is relatively inactive geologically and ecologically, containing few landmarks or native flora and
fauna worth noting. The planet's environments are mostly plains and marshes, with some arid inland regions on the
main continents. It its Southern hemisphere has two main continents: Dellac, containing most of Dio's cities, and the
larger, colder Yatuia, which is comprised of several subcontinents. There's also a smaller continent and numerous
island chains in the north, but perhaps only a few million people inhabit them. Dio currently has a three major
population centers, containing a fifth of the planet's population. Forty million are in Northfen, Dellac, which is the
planet's defacto capitol and contains a modestly maintained spaceport. Miorilli and Thohssela are almost on opposite
sides of Yatuia, and together are home to over 50 million, with another 160 to 180 million in cities in the middle of the
continent. However these two metropolises are greatly depopulated, and don't have the same unity or economic
strength as Northfen. Conversely, it is widely regarded that Northfen has rather prominent amount of organized crime
running many companies and business deals.
Local Technology: Fuel Cells. Term used for several similar types of fusion and chemical power sources used in
virtually all 'modern' technology produced in Hoddarim. They range from minature cells, rechargable batteries, and
portable powerpacks, used in vehicles, power plants, tools, and large commercial items. These types of generators,
fuel and batteries are most often less efficient than ones found in the rest of the galaxy, but are far easier to produce in
small, city-sized factories, and use common materials for fuel, which are far less complex to refine and use than the
exotic materials found in heavy fusion or the hypermatter used in starships and large-scale reactors. The byproducts
involved in production, particularly in the energy storage components of handheld cells, are extremely toxic. Although
fuel cells aren't less effective than their modern counterparts by more than a factor, Hoddarim has only used this
technology in starships on a 'temporary' basis in the past, when for several centuries starship fuel tankers did not
conduct travel through the sector. During that time ships were fitted with external fuel tank pods and jury-rigged with
the necessary filters and adaptors to their drives; an expensive alternative which pushed the limits of fuel cell
technology in terms of applicable scale and efficiency of simple fusion. One fortunate result of Imperial occupation was
the return of regular fuel trade in Hoddarim. Starship fuel is now one of the only galactic imports that is cheap and
ubiqutous in this sector.
Local Technology: Autocars. A great example of the incredible scale of manufacturing required for common technology
is repulsorlift drives. Something as mundane and inexpensive as a young adult's first speeder has a propulsion system
containing materials made from an astronmically massive installation built around a black hole. A sector as isolated,
underpopulated, and resource-poor as Hoddarim could not even begin to fund and maintain something that enormous,
and didn't have high enough demand to warrant the large-scale production it entailed. Import speeders are rare and
expensive, and although many entrepeneurs and small companies attempted to locally produce speeders using
imported repulsorlift drives over the centuries, the costs and small customer base has always eventually forced them to
give up and close. Several manufacturers have filled the niche for commercial ground transports with wheeled vehicles
sold under the nickname of 'autocars'. More or less just as durable and versatile as land speeders, these low-tech
transports typically feature two pairs of air-filled polymer tires, individually suspended, balanced, and adjusted via
computer-guidance, providing smooth as of turns, accelleration, and braking as possible. A major disadvantage is their
low speeds and need for recharging and regular maintenance. Most use a form of rechargable fuel cells, which allows
autocars to typically reach top speeds of 100km/h to 200km/h and go 500-1000km before refueling. These vehicles
come in numerous varieties, from giant transcontinental cargo transports, to two-seat small luxury vehicles, two-
wheeled motorized bikes, family transports, and rugged trucks for personal cargo. Airspeeders are even less common
than landspeeders, even among the wealthy or well-traveled. A variation of autocars, typically built custom in small
workshops, are 'hovercars', using jet turbines for proulsion and air-driven vertical takeoff. Most air travel and
intercontinental transportation is still handled by repulsorlift vehicles, owned and maintained by the planetary government.
Local Technology: Laser guns. A weapon type not used regularly since before the formation of the Republic, laser
pistols and laser rifles are simple energy weapons that take advantage of the rarity and cost of imported blaster packs
in the Hoddarim sector. Unlike blasters, Hoddarim laser guns are litterally amplified light, benefitting from relatively
advanced forms of miniaturization and cooling methods. They are somewhat underpowered; they lack the sheer power
and high-temperatures of blasters and yet cannot pierce materials as well as projectile slugs. Though great for
personal defense, they not very effective against dense materials or thick armor. Fuel cells for laser guns come in
several varieties of sizes, comparable to most blaster power packs, but typically contain enough energy for only ten to
thirty shots. They fire mostly invisible beams (though the emitters produce a muzzle flash due to radiating waste light,
and the beams will produce glowing trails in smoky/dusty environments) and cut through the air with a whip-like
cracking noise. Most laser pistols fire in a series of pulses over fractions of a second, while some longarms or large
'cannons' fire in single, high-powered shots. Very few models utilize continuous beams, due to overheating and limited
power supply. Numerous types and models of laser guns and their fual cells (along with some advanced models of
slug-throwers) can be found for reasonable prices in weapon stores on virtually every inhabited world in the Hoddarim
sector, while blaster power packs and some common models of blasters are available at marked-up rates (2 to 3 times
galactic price) in select import markets.
Regional Secondary Language: Tchochet. Language originating from the Tchoa, an alien race that inhabited roughly
eighty worlds across four Outer Rim and Mid Rim sectors, including the Hoddarim Sector. When colonists and
traders from the rest of the galaxy began to travel through this region regularly and set up colonies in great numbers,
The Tchoa integrated into the Republic's general population. Their language remained the primary form of
communication on their worlds while spreading to others over time. The Tchoa died out as a species 8,500 years ago.
Tchochet remains to be used predominantly in Tchoan-origin worlds, is still used regularly in many communities on
nearby worlds, and is a common secondary language known by most people to some degree throughout their old
sectors.
Notable Region: Pa'rozha Confederacy: Cluster of nine systems within the Hoddarim Sector, belonging to the native
Pa'rozhians. From their homeworld of Pro, they have maintained their own interstellar civilization for the last 6,000
years, though have been readilly influenced by and welcoming of the galactic community within the sector. While Pro
and its colonies have never maintained technology beyond the simple space travel, it is very self-sufficient and was
hardly affected by the sector's shift in galactic trade. Lacking modern manufacturing capacity or commodities, Pro and
its dependencies had been all but non-existant in Hoddarim trade and went largely unnoticed. The non-Pa'rozhian
inhabitants became integrated into the Confederacy over the next milennia, becoming more accustomed to the
uniquely low-tech-but-refined society of Pro than the galactic 'community' that lost touch with them. Under the
expansive, omnipresent Empire, Pro is a member world, though still maintains its colonies and technology in the same
backwards isolation it has since the species' beginning. The Pa'rozha Confederacy exists mostly in name and spirit
now, as it is considered to be little more than a local trade bureau and subordinate to Pro's Imperial Governor.
Native Species: Pa'rozhians. Sometimes locally referred to as Prozhans. Vaguely lagomorphic race native to the
planet Pro, several hundred light-years off the Hoddarim Corridor. They are stocky, usually 1.7 to 2.1 meters in height,
and physically adept sapient species, covered in extremely soft short black fur, often bearing a slight hue ranging from
navy blue to turquoise and dark green. Females are usually taller but of slimmer build. The Republic came into contact
with the natives of Pro long before they had developed anything beyond simple stone tools and spoken language. Their
prevalent contact with humans considerably affected and guided the Pa'rozhians in terms of technology, culture, and
physical evolution. They have since settled into a simple spacefaring society, parhaps similar to the arduous but
dilligent Core Worlds of a hundred milennia ago. What little they may of had of an independently-developed culture no
longer exists; the closest being their old ceremonial 'native' written language of Cyet, once thought to have been
developed exclusively by Pa'rozhians centuries after galactic contact, it turned out to simply be an application of trade
symbols used at the time by Muunilinst along the Hydian Way. They also have some slightly unique takes on galactic
holidays and social ettiquette.
And for those suspecting EU minimalism, they are free to look up the local naval desense forces and see there's a 10+ kilometer-long super star destroyer in orbit of the 6th system along the Corridor
Hoddarim Sector Fleet:
-Praetor-Class Star Battlecruiser "Wise Proclamation"
-x5 Contemptor-Class Star Cruisers (Aeternum, Universal, Necropolis, Tempest, Omnibenevolent)
-24 Victory-Class Star Destroyers
-68 Demolisher-Class Star Frigates
-255 Reliant-Class System Patrol Frigates
-900+ various fleet-based corvettes, carriers and transports, and planetary defense and patrol craft
Despite its remoteness and unimpressiveness, The Hoddarim Imperial sector fleet was the benefactor of six impressive
warships to serve as commanding vessels. Though claimed by some nay-sayers to have been assigned purely through
some kind of clerical error, these battleships were part of many Clone War-era starships being phased out of Kuat Drive
Yards' system defense fleets in the first years of the new Empire. Along with numerous smaller ships freshly
completed and crewed for their assignment to the distant Hoddarim Sector, the last direct order from the Emperor was
to deliver Moff Serrat and the new fleet to the sector capital of the Horosk system, where the rest of the fleet would
distribute among various systems and transport various newly-appointed planetary governors to their respective worlds.
The Praetor-class HIMS Wise Proclamation and her five Contemptor-class Star Cruisers are still in orbit of Horosk IV,
idling like sleeping demigods too illustrious to bother with all but the most important concerns.
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Should have expected you'd be interested. I can write up a list of the most common skills, but other than that I don't think having books on hand is necessisary for most players (I found playing Tensided to be clear and simple even if I never studied the rules past character creation much).Captain tycho wrote:I'm in, of course.
Sadly, I don't have any of the WEG books, so someone will have to 'lend' me a few.
EDIT: Sure SAMAS, I'll gladly let you in. I'd run you over if I ever got the chance, but you can sign up.
That makes the players, to the best of my knowledge:
1) Spanky
2) DPDP
3) Tycho
4) SAMAS
5) Consequences
Possible Extra) OPEN
I should mention I'm considering giving some extra starting dice to put into skills, beyond the normal 7D for beginners, just so players have more things they can do. Something like 3D to 5D extra.
Last edited by Utsanomiko on 2005-05-31 02:18am, edited 1 time in total.
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And here's a list of common skills. When listing a character template, don't bother including any skills but the ones you actively know; you just roll your base Attribute for unlearned skills unitll you improve them.
Dexterity: Archaic Guns, Blaster, Blaster Artillery, Bowcaster, Bows, Brawling Parry, Dodge, Firearms, Grenade, Lightsaber, Melee Combat, Melee Parry, Missile Weapons, Pick Pocket, Running, Thrown weapons, Vehicle Blasters
Knowledge: Alien Species, Bureaucracy, Business, Cultures, Cullinary Arts, Intimidation, Language, Law Enforcement, Planetary Systems, Scholar, Streetwise, Survival, Tactics, Value, Willpower
Mechanical: Archaic Starship Piloting, Astrogation, Beast Riding, Capital Ship Gunnery, Capital Ship Piloting, Capital Ship Shields, Communications, Ground Vehicle Operation, Hover Vehicle Operation, Jet Pack Operation, Powersuit Operation, Repulsorlift Operation, Rocket Pack Operation, Sensors, Space Transports, Starfighter Piloting, Starship Gunnery, Starship Shields, Swoop Operation, Walker Operation
Perception: Bargain, Command, Con, Forgery, Gambling, Hide, Investigation, Persuasion, Search, Sneak
Strength: Acrobatics, Brawling, Climbing/Jumping, Lifting, Stamina, Swimming
Technical: Armor Repair, Blaster Repair, Capital Ship Repair, Capital Ship Weapon Repair, Computer Programming/Repair, Demolitions, Droid Programming, Droid Repair, First Aid, Ground Vehicle Repair, Hover Vehicle Repair, Medicine (Advanced Skill), Repulsorlift Repair, Security, Space Transport Repair, Starfighter Repair, Starship Weapon Repair, Walker Repair
Naturally there are skills beyond that, but mostly just for uncommon technology usage and normally simple tasks that don't play into most adventures (like music playing or genetic engineering). I can determine what to label such things if someone is interested.
Dexterity: Archaic Guns, Blaster, Blaster Artillery, Bowcaster, Bows, Brawling Parry, Dodge, Firearms, Grenade, Lightsaber, Melee Combat, Melee Parry, Missile Weapons, Pick Pocket, Running, Thrown weapons, Vehicle Blasters
Knowledge: Alien Species, Bureaucracy, Business, Cultures, Cullinary Arts, Intimidation, Language, Law Enforcement, Planetary Systems, Scholar, Streetwise, Survival, Tactics, Value, Willpower
Mechanical: Archaic Starship Piloting, Astrogation, Beast Riding, Capital Ship Gunnery, Capital Ship Piloting, Capital Ship Shields, Communications, Ground Vehicle Operation, Hover Vehicle Operation, Jet Pack Operation, Powersuit Operation, Repulsorlift Operation, Rocket Pack Operation, Sensors, Space Transports, Starfighter Piloting, Starship Gunnery, Starship Shields, Swoop Operation, Walker Operation
Perception: Bargain, Command, Con, Forgery, Gambling, Hide, Investigation, Persuasion, Search, Sneak
Strength: Acrobatics, Brawling, Climbing/Jumping, Lifting, Stamina, Swimming
Technical: Armor Repair, Blaster Repair, Capital Ship Repair, Capital Ship Weapon Repair, Computer Programming/Repair, Demolitions, Droid Programming, Droid Repair, First Aid, Ground Vehicle Repair, Hover Vehicle Repair, Medicine (Advanced Skill), Repulsorlift Repair, Security, Space Transport Repair, Starfighter Repair, Starship Weapon Repair, Walker Repair
Naturally there are skills beyond that, but mostly just for uncommon technology usage and normally simple tasks that don't play into most adventures (like music playing or genetic engineering). I can determine what to label such things if someone is interested.
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Vanilla WEG is as follows. You get 18 dice to destribute to the bolded characteristics. Each die can be broken down into three "pips". Human average is 2D, max 4D. Then you have 7D to add to your skills (max of 2D to any skill). Sample character:
Dex: 4D
Blaster 6D
Dodge 6D
Str: 3D+2
Brawl 4D
Knowledge: 2D+2
Languages: 3D
Planetary Systems 3D
Mechanical: 2D+2
Astrogation: 3D
Space Transport: 3D
Perception: 3D
Investigation: 4D
Technical: 2D
Blaster Repair: 2D+1
Dex: 4D
Blaster 6D
Dodge 6D
Str: 3D+2
Brawl 4D
Knowledge: 2D+2
Languages: 3D
Planetary Systems 3D
Mechanical: 2D+2
Astrogation: 3D
Space Transport: 3D
Perception: 3D
Investigation: 4D
Technical: 2D
Blaster Repair: 2D+1
The Excellent Prismatic Spray. For when you absolutely, positively must kill a motherfucker. Accept no substitutions. Contact a magician of the later Aeons for details. Some conditions may apply.
Im interested, but I have never participated in an online RPG game so I have several questions. First is, who does the rolling of the dice? Exactly how much or how little do we have to write when we post our characthers actions?
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Yeah, 18D for attributes (for most species. A small number of them have slightly over that and a few have less. In the later case I'll be sure to compensate players with such species in other ways, like in bonus skills or equipment, if they still wnat to play that species). For now just put 7D into skills, by raising them one or two D (so if Dexterity is 3D, 1D into Blasters makes it 4D, 2D would make it 5D). You can also use one of those D to split up into 3 specializations. I'm not so sure about splitting up that 7D into individual pips, though. Every example of character creation I've read just says 1D or 2D upon creation. I guess if I advance characters beyond the beginning level I'll just throw them some extra character points to buy more pips in skills (1 character point per D in the skill originally, so going from 3D+1 to 3D+2 costs 3 points, 3D+2 to 4D is another 3, 4D to 4D+1 is 4 character points...)
As for running the game, I shall do the rolling. I've got 18 white 6-sided dice for such things, two of which are black to serve as the wild die. It's more convenient that way (and less prone to cheating. ).
And how much or how little you write is really up to you. Generally you can write one action or a line of conversation, though you could also note what you're thinking or the intention of your actions to varying degrees, or what you intend to do in the immediate future/what you'd do instyead if it goes different, etc. Verbosity is really the factor I'll be keying in on when it comes to determining specifics to dice rolls, as I'm not going to guess players' intents or think/act on their behalf.
My bro's got his attributes down, it seems he's just working on which skills to pick. I should use his character to demonstrate D6's damage system by beating up a hobo.
As for running the game, I shall do the rolling. I've got 18 white 6-sided dice for such things, two of which are black to serve as the wild die. It's more convenient that way (and less prone to cheating. ).
And how much or how little you write is really up to you. Generally you can write one action or a line of conversation, though you could also note what you're thinking or the intention of your actions to varying degrees, or what you intend to do in the immediate future/what you'd do instyead if it goes different, etc. Verbosity is really the factor I'll be keying in on when it comes to determining specifics to dice rolls, as I'm not going to guess players' intents or think/act on their behalf.
My bro's got his attributes down, it seems he's just working on which skills to pick. I should use his character to demonstrate D6's damage system by beating up a hobo.
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Lets see if I have the skill system down pat. I've played d6 tons before, but that was many years back.
Character name: Dronmur
Race: Rodian
Background: A freelance hitman who works for various criminal organizations around the galaxy. Even the Empire employs him from time to time. For free, of course, in order to keep his head off the books. He's adept at handling blaster pistols, but his real speciality is as a fighter pilot.
Stats:
Dexterity: 4D
Blasters: 6D
Knowledge: 2D
Streetwise: 4D, Law Enforcement: 3D
Mechanical: 4D
Starfighter piloting: 6D
Technical: 2D
Starfighter Repair: 4D
Keep in mind this is just a rough draft.
Character name: Dronmur
Race: Rodian
Background: A freelance hitman who works for various criminal organizations around the galaxy. Even the Empire employs him from time to time. For free, of course, in order to keep his head off the books. He's adept at handling blaster pistols, but his real speciality is as a fighter pilot.
Stats:
Dexterity: 4D
Blasters: 6D
Knowledge: 2D
Streetwise: 4D, Law Enforcement: 3D
Mechanical: 4D
Starfighter piloting: 6D
Technical: 2D
Starfighter Repair: 4D
Keep in mind this is just a rough draft.
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Well, asides from only listing 4/6 Attributes, you've got 9D in starting skills.
Rodians' stats are also as follows:
Dex 1D+2/4D+2
Kno 1D/3D
Mec 1D 2D+2
Per 1D/3D+2
Str 1D/4D+1
Tec 1D/2D+1
Size: 1.5-1.7m tall
Your background is honestly kinda all over the map. I would recommend omitting the parts about working for the Empire (they have more skilled employees to pick from, and honestly no Rodian works for free when receiving 'off the books' payment is trivialy simple, anyway) and perhaps the starfighter pilot/repair bit, and just focus on being a hitman/thug for hire.
Rodians' stats are also as follows:
Dex 1D+2/4D+2
Kno 1D/3D
Mec 1D 2D+2
Per 1D/3D+2
Str 1D/4D+1
Tec 1D/2D+1
Size: 1.5-1.7m tall
Your background is honestly kinda all over the map. I would recommend omitting the parts about working for the Empire (they have more skilled employees to pick from, and honestly no Rodian works for free when receiving 'off the books' payment is trivialy simple, anyway) and perhaps the starfighter pilot/repair bit, and just focus on being a hitman/thug for hire.
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Not all rodians have names that ryhme with Greedo.Spanky The Dolphin wrote:Also, you're character's name sounds rather non-Rodian.
And about the background, its just a very broad outline. I'll give it alot more detail once I have some more time.
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Not everything is filled in, obviously, but much of the important stuff is. As per physical appearance, Lorrdians are genetically identical to humans; they are distinct because of their kinetic language.
Ghito Ti'ieef
Type: Negotiator
Gender/Species: Male/Lorrdian
Age: 22 Height: 1.8m Weight: 77kg
Physical description:
Dexterity 2D+2
Blaster: pistols 3D+2, Dodge 3D+2
Knowledge 3D
Body Language 4D, Business 4D, Streetwise 4D, Value 4D
Mechanical 2D
Perception 3D+2
Gambling: sabacc 4D+2, Investigation 4D+2, Persuation: mediation 5D+2
Strength 2D+1
Technical 2D
Equipment: Blaster pistol (4D+1), blast armor vest (+1D physical/energy), a shoulder holster, recording rod with removable remote speaker.
Background:
Personality:
Objectives in Life:
Example Quote:
Force sensitive?
Force points: 1
Dark side points:
Character points: 5
Move: 10
Special Abilities:
Kinetic Communication: Lorrdians can communicate with each other by
means of a language of subtle facial expressions, muscle ticks and
body gestures. In game terms, this means that two Lorrdians who can
see each other can surreptitiously communicate in total silence. This
is a special ability because the language is so complex that only an
individual raised entirely in the Lorrdian culture can learn the
subtleties of the language.
Story Factors:
Ghito Ti'ieef
Type: Negotiator
Gender/Species: Male/Lorrdian
Age: 22 Height: 1.8m Weight: 77kg
Physical description:
Dexterity 2D+2
Blaster: pistols 3D+2, Dodge 3D+2
Knowledge 3D
Body Language 4D, Business 4D, Streetwise 4D, Value 4D
Mechanical 2D
Perception 3D+2
Gambling: sabacc 4D+2, Investigation 4D+2, Persuation: mediation 5D+2
Strength 2D+1
Technical 2D
Equipment: Blaster pistol (4D+1), blast armor vest (+1D physical/energy), a shoulder holster, recording rod with removable remote speaker.
Background:
Personality:
Objectives in Life:
Example Quote:
Force sensitive?
Force points: 1
Dark side points:
Character points: 5
Move: 10
Special Abilities:
Kinetic Communication: Lorrdians can communicate with each other by
means of a language of subtle facial expressions, muscle ticks and
body gestures. In game terms, this means that two Lorrdians who can
see each other can surreptitiously communicate in total silence. This
is a special ability because the language is so complex that only an
individual raised entirely in the Lorrdian culture can learn the
subtleties of the language.
Story Factors:
Last edited by DPDarkPrimus on 2005-06-01 03:31pm, edited 3 times in total.
Mayabird is my girlfriend
Justice League:BotM:MM:SDnet City Watch:Cybertron's Finest
"Well then, science is bullshit. "
-revprez, with yet another brilliant rebuttal.
Justice League:BotM:MM:SDnet City Watch:Cybertron's Finest
"Well then, science is bullshit. "
-revprez, with yet another brilliant rebuttal.
- Utsanomiko
- The Legend Rado Tharadus
- Posts: 5079
- Joined: 2002-09-20 10:03pm
- Location: My personal sanctuary from the outside world
Sure, go ahead. Which means join, not go ahead and make that munchkin-thing. The notion of that thing running around is so terrible I'd probably have it get attacked by muggers, catch a disease, and struck by lightning the minute it set foot anywhere.consequences wrote:If you are still accepting people, I'd like to join.
I promise not to create anything like the unholy Noghri force sensitive in Smasher armor unless you want me too.
I helped finalize the stats for DPDP's characters today, as can be seen, as well as Spanky's, so I guess that's two and a half for now. Neither have determined equipment other than basic ideas for weapons. The bums.
Anywho, let me know if anyone has any questions about specific stats, different specializations, character creation, proper stat allocation, species stats, etc etc, and I'll clarify them or look the info up.
By His Word...
Ken'ohkeyes
Type: Tramper/Handyman
Gender/Species: Male/Pa'rozhian
Age: 19
Height: 1.6m(yep, he's short)
Skills: Bargain, Hide, Climbing/Jumping, Ground Vehicle Repair, Computer Programming/Repair, Space Transport Repair, Starship Weapon Repair
I'll do the stats when I can get my hands on some dice, and find out how many I should roll.
Type: Tramper/Handyman
Gender/Species: Male/Pa'rozhian
Age: 19
Height: 1.6m(yep, he's short)
Skills: Bargain, Hide, Climbing/Jumping, Ground Vehicle Repair, Computer Programming/Repair, Space Transport Repair, Starship Weapon Repair
I'll do the stats when I can get my hands on some dice, and find out how many I should roll.
Not an armored Jigglypuff
"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
- Utsanomiko
- The Legend Rado Tharadus
- Posts: 5079
- Joined: 2002-09-20 10:03pm
- Location: My personal sanctuary from the outside world
Looks like I'm going to have to flesh out that after-thought Species a hell of a lot sooner than I thought.SAMAS wrote:Ken'ohkeyes
Type: Tramper/Handyman
Gender/Species: Male/Pa'rozhian
Age: 19
Height: 1.6m(yep, he's short)
Skills: Bargain, Hide, Climbing/Jumping, Ground Vehicle Repair, Computer Programming/Repair, Space Transport Repair, Starship Weapon Repair
I'll do the stats when I can get my hands on some dice, and find out how many I should roll.
Looks fairly close to fitting what I had in mind, so far. Height for a male is low but in typical limits. Same with age, and possibly name, asides from the obvious reference (though a short firstname may be in order). You may actually have Archaic Starship Repair instead of those last two Tech skills considering the tech level in the Prozhian Confed. and weapons on their ships are uncommon (they instead use purchased mainstream orbital platforms to defend their worlds from potential pirates and raiders). I'll write up something in the next day if not tonight.
By His Word...
Well, what I had in mind was that he's been working as a tramper(See AotC Visual Dictionary) for the past couple of years or so, traveling the galaxy and learning a few new trades.Utsanomiko wrote:Looks like I'm going to have to flesh out that after-thought Species a hell of a lot sooner than I thought.SAMAS wrote:Ken'ohkeyes
Type: Tramper/Handyman
Gender/Species: Male/Pa'rozhian
Age: 19
Height: 1.6m(yep, he's short)
Skills: Bargain, Hide, Climbing/Jumping, Ground Vehicle Repair, Computer Programming/Repair, Space Transport Repair, Starship Weapon Repair
I'll do the stats when I can get my hands on some dice, and find out how many I should roll.
Looks fairly close to fitting what I had in mind, so far. Height for a male is low but in typical limits. Same with age, and possibly name, asides from the obvious reference (though a short firstname may be in order). You may actually have Archaic Starship Repair instead of those last two Tech skills considering the tech level in the Prozhian Confed. and weapons on their ships are uncommon (they instead use purchased mainstream orbital platforms to defend their worlds from potential pirates and raiders). I'll write up something in the next day if not tonight.
And yeah, the name is a bit of an obvious reference for some, although I was imagining him more of an older version of Jim Hawking from Outlaw Star.
Not an armored Jigglypuff
"I salute your genetic superiority, now Get off my planet!!" -- Adam Stiener, 1st Somerset Strikers
- Utsanomiko
- The Legend Rado Tharadus
- Posts: 5079
- Joined: 2002-09-20 10:03pm
- Location: My personal sanctuary from the outside world
Well, here's the Spankster's character, stats and equipment all finalized and stuff. Thanks to Sheppard for the Corporate Sector info, I went with those stats and two special abilities based on D20's Trianii data (which I came up with while studying/converting untill I found official WEG stats) to get these results.
I also used my own GM discretion and gave +1D to his acting specialization due to the character background he and I discussed. DPDP can go ahead and pump his character's Persuasion: mediation to 5D+2 for the same reason.
Shir'iya
Type: Mechanic/Ex-holo actress
Gender/Species: Female/Trianii
Age: 29 Height: 1.9m Weight: 65kg
Physical description:
Dexterity 3D+2
Dodge 5D+2, Melee Combat 5D+2, Melee Parry 5D+2
Knowledge 2D+1
Artist: Acting 4D+1
Mechanical 2D+2
Sensors: starship sensors 3D+2
Perception 3D
Persuasion 4D
Strength 3D+1
Acrobatics 4D+1, Brawling: Trianii martial arts 4D+1
Technical 3D+2
Space Transport Repair 4D+2, Starship Weapon Repair 4D+2
Equipment: Small blaster pistol (4D), power pole (STR+2D), stiletto (STR+1D), starship toolkit, datapad, formal change of clothing, R5 astromech droid, 500 credits
Background: (Began acting and stuntwork to pay for starship mechanics education, but ended up a fairly successful action star in several holomovies over several years. Has now recently returned to original career plan of starship repair.)
Personality:
Objectives in Life:
Example Quote: "I'm not a Ranger, I only played one in the serials"
Force sensitive? No
Force points: 1
Dark side points:
Character points: 5
Move: 12
Special Abilities:
Prehensile Tail: Can move objects under 3kg with tail. -2D to Dexterity and Strength-skill rolls using tail as a limb.
Special Balance: +2D to climbing/jumping, acrobatics & other balance-related actions.
Claws: +1D to Brawling damage
I also used my own GM discretion and gave +1D to his acting specialization due to the character background he and I discussed. DPDP can go ahead and pump his character's Persuasion: mediation to 5D+2 for the same reason.
Shir'iya
Type: Mechanic/Ex-holo actress
Gender/Species: Female/Trianii
Age: 29 Height: 1.9m Weight: 65kg
Physical description:
Dexterity 3D+2
Dodge 5D+2, Melee Combat 5D+2, Melee Parry 5D+2
Knowledge 2D+1
Artist: Acting 4D+1
Mechanical 2D+2
Sensors: starship sensors 3D+2
Perception 3D
Persuasion 4D
Strength 3D+1
Acrobatics 4D+1, Brawling: Trianii martial arts 4D+1
Technical 3D+2
Space Transport Repair 4D+2, Starship Weapon Repair 4D+2
Equipment: Small blaster pistol (4D), power pole (STR+2D), stiletto (STR+1D), starship toolkit, datapad, formal change of clothing, R5 astromech droid, 500 credits
Background: (Began acting and stuntwork to pay for starship mechanics education, but ended up a fairly successful action star in several holomovies over several years. Has now recently returned to original career plan of starship repair.)
Personality:
Objectives in Life:
Example Quote: "I'm not a Ranger, I only played one in the serials"
Force sensitive? No
Force points: 1
Dark side points:
Character points: 5
Move: 12
Special Abilities:
Prehensile Tail: Can move objects under 3kg with tail. -2D to Dexterity and Strength-skill rolls using tail as a limb.
Special Balance: +2D to climbing/jumping, acrobatics & other balance-related actions.
Claws: +1D to Brawling damage
By His Word...
- Utsanomiko
- The Legend Rado Tharadus
- Posts: 5079
- Joined: 2002-09-20 10:03pm
- Location: My personal sanctuary from the outside world
haven't got the dictionary, but I get the concept of the tramper/spacer type. Sounds a lot like the common Pa'rozhizan 'lanerunner', the general independant Pro Confed space entrepeneur. I'd honestly be very surprised if any have left the sector and been successful, but knock yourself out.SAMAS wrote: Well, what I had in mind was that he's been working as a tramper(See AotC Visual Dictionary) for the past couple of years or so, traveling the galaxy and learning a few new trades.
And yeah, the name is a bit of an obvious reference for some, although I was imagining him more of an older version of Jim Hawking from Outlaw Star.
DPDP's character's equipment for now includes a blaster pistol (4D+1), blast armor vest (+1D physical/energy), a shoulder holster, and a recording rod.
By His Word...
- Utsanomiko
- The Legend Rado Tharadus
- Posts: 5079
- Joined: 2002-09-20 10:03pm
- Location: My personal sanctuary from the outside world
Well, that was fun. Slow and awkward considering I expectedly don't like to GM over AIM (especially with how much re-reading rules I need to do) and all the searching vs sneaking going on, but it was fun.
Basically I stuck their characters on opposite sides of a 40x40 meter warehouse, filled with stacks of cubic meter crates stacked 2 or three high in single groups or as many as 3x4 in a cluster. I would have mapped it out if it weren't a quick encounter for testing combat.
Anywho, DPDP's near-human negotiator Ghito decides to place a remote playback speaker for his recorder so he can have it play a recording from another location, and proceeded to skeakily move away from it. It sounded clever so I accepted it as doable. Meanwhile, ex-action star Shir'iya (Spanky's character) makes her way slips silently among the boxes. Despite his success at laying low and concealing himself behind boxes, he unluckily times his movements (via two complications rolled on the wild die) so that Shir'iya sees him between the stacks each time. She swiftly follows him towards the northeast corner of the warehouse over the next ten to fifteen tense seconds (it sure felt like longer, let me tell you. ), losing him for a second but expecting to find him against the north side of a large stack of boxes piled with just a meter of space between the walls. Meanwhile, our man Ghito manages to spot the Trianii moving in on his position, compact power pole in hand, no more than 4 meters away. He makes his way back around the west side of the stack as she extends the metal rod into a 1.5m-long double-pointed pike with a *ka-chiiink* noise rattling though the unechoed box-filled room. She peers around the corner, finding nothing.
Nervous and confused, Shir'iya takes a few seconds to figure out where the hell he could be by now. Just then Ghito's voice eminates from over a dozen meters away, asking if they can end this struggle peacfully. Shir'iya concludes it's some kind of odd trap and doubles back around to the east wall, considers the idea of moving towards that voice in the general western direction of the north side of the warehouse. Ghito, still crouching on the opposite side of the crate stack, listens to her movements and decides to sneak a peek around the corner to see if she's still on the north side. She isn't there, despite his expectations. He pulls his head away from the corner, which accidentally causes his hastily-pocketed recorder to fall out and hit the ground with a metal & plastic 'klink'.
This is a dead giveaway to Shir'iya now. She slinks around the Southeast corner hand heads for the west side of the crates. Ghito also decides to check the south face. He peers around and check that side, and ends up facing a pair of silver jumpsuited legs. The legs are unsurprisingly attached to a lethally-armed Trianii, who is equally surprised to find the human right here at the southwest corner. He takes the opportunity to take a shot at her head, although she was more than ready by the to reflexively duck and sidestep the bolt. It misses her entire body as she responds by swinging her power-pole down upon him. He barely is even able to flinch as it bashes him in the head, wounding him with a skull-rattling *krack*.
Dazed, he reels himself to his feet in attempt to fight her from a better position. He barely gets up and aimlessly fires Shir'iya's shoulder as she finishes him off with two quick slashes. One tip rips deep into his thigh, causing him to black out from the sheer pain, and the other end shashes across his chest. Despite his protective vest designed for both physical and energy attacks, the heavy point finely cuts into the material (lightly damaging it), giving the man yet another unignorable wound.
Well, actually he *does* manage to ignore it, due simply to the fact he goes unconcious from shock of the first gash and then is mortally wounded from the second. The Trianii is gracious enough however to stop his bleeding and stabilize his condition, giving him a chance to live. And then she steals his equipment, including his thinly-sliced blastvest.
And his pants.
Basically I stuck their characters on opposite sides of a 40x40 meter warehouse, filled with stacks of cubic meter crates stacked 2 or three high in single groups or as many as 3x4 in a cluster. I would have mapped it out if it weren't a quick encounter for testing combat.
Anywho, DPDP's near-human negotiator Ghito decides to place a remote playback speaker for his recorder so he can have it play a recording from another location, and proceeded to skeakily move away from it. It sounded clever so I accepted it as doable. Meanwhile, ex-action star Shir'iya (Spanky's character) makes her way slips silently among the boxes. Despite his success at laying low and concealing himself behind boxes, he unluckily times his movements (via two complications rolled on the wild die) so that Shir'iya sees him between the stacks each time. She swiftly follows him towards the northeast corner of the warehouse over the next ten to fifteen tense seconds (it sure felt like longer, let me tell you. ), losing him for a second but expecting to find him against the north side of a large stack of boxes piled with just a meter of space between the walls. Meanwhile, our man Ghito manages to spot the Trianii moving in on his position, compact power pole in hand, no more than 4 meters away. He makes his way back around the west side of the stack as she extends the metal rod into a 1.5m-long double-pointed pike with a *ka-chiiink* noise rattling though the unechoed box-filled room. She peers around the corner, finding nothing.
Nervous and confused, Shir'iya takes a few seconds to figure out where the hell he could be by now. Just then Ghito's voice eminates from over a dozen meters away, asking if they can end this struggle peacfully. Shir'iya concludes it's some kind of odd trap and doubles back around to the east wall, considers the idea of moving towards that voice in the general western direction of the north side of the warehouse. Ghito, still crouching on the opposite side of the crate stack, listens to her movements and decides to sneak a peek around the corner to see if she's still on the north side. She isn't there, despite his expectations. He pulls his head away from the corner, which accidentally causes his hastily-pocketed recorder to fall out and hit the ground with a metal & plastic 'klink'.
This is a dead giveaway to Shir'iya now. She slinks around the Southeast corner hand heads for the west side of the crates. Ghito also decides to check the south face. He peers around and check that side, and ends up facing a pair of silver jumpsuited legs. The legs are unsurprisingly attached to a lethally-armed Trianii, who is equally surprised to find the human right here at the southwest corner. He takes the opportunity to take a shot at her head, although she was more than ready by the to reflexively duck and sidestep the bolt. It misses her entire body as she responds by swinging her power-pole down upon him. He barely is even able to flinch as it bashes him in the head, wounding him with a skull-rattling *krack*.
Dazed, he reels himself to his feet in attempt to fight her from a better position. He barely gets up and aimlessly fires Shir'iya's shoulder as she finishes him off with two quick slashes. One tip rips deep into his thigh, causing him to black out from the sheer pain, and the other end shashes across his chest. Despite his protective vest designed for both physical and energy attacks, the heavy point finely cuts into the material (lightly damaging it), giving the man yet another unignorable wound.
Well, actually he *does* manage to ignore it, due simply to the fact he goes unconcious from shock of the first gash and then is mortally wounded from the second. The Trianii is gracious enough however to stop his bleeding and stabilize his condition, giving him a chance to live. And then she steals his equipment, including his thinly-sliced blastvest.
And his pants.
By His Word...