Star Wars RPG-- Divide and Conquer
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Star Wars RPG-- Divide and Conquer
CaptainBrickmaster gave me the thumbs-up, so let's begin, shall we?
In case you're wondering, Divide and Conquer is a distinct roleplay in that it follows standard tabletop RPG-style gameplay, including having a Game Master (abbreviated GM; which would be me), dice rolls, something of a preset storyline, and so on. Just to make sure you realize why I made a "second Star Wars roleplay" for RAW.
On the flip side, this is entirely homebrew (meaning I didn't use one of the official Star Wars Roleplaying games out there. That also means this might not work out perfectly ). Also, to give you a heads-up, be prepared for two things: One- I'll likely be putting together much of how your character starts our, including his entry into the campaign, probably his starting stats and such, and maybe even key details about him like name, description, and background. Two- however, after that you can do pretty much anything you want. Guaranteed no railroading!
I'd prefer to get at least three players, but I can take, maximum... honestly, if the whole forum wanted to sign up for it I could definitely try to take them all in. However, you'll all start out divided up and either on your own or possibly with one or two other players depending on circumstances.
The rules are, thankfully, pretty simple and likewise easy to adjust.
-Everything is based off a dice system which consists solely of d20s (twenty-sided dice), d10s (ten-sided dice), and d6s (good ol' standard six-sided dice). I'll do all the dice rolls on my end and tell you the numbers you roll. Hopefully no one thinks badly of this.
-To help maintain in-character knowledge separation and such, HUGE amounts of the game will be posted entirely in spoilers directed toward individuals or separate parties. I realize this may turn out to be somewhat frustrating, but considering how heavily-divided everyone will be starting off to help keep the game flowing smoothly I think it'll help things run better.
-I might add more as I think of it.
Name:
Health:
Experience:
Class:
Items:
Apparel:
Stats:
Base Stats
Dexterity- controls how well you fire blasters and other ranged weapons.
-Accuracy- controls how accurate you are, particularly when sniping.
-Acrobatics- controls your athletic abilities.
-Piloting- controls how well you use vehicles.
Strength- controls how well you hit in melee and how strong you are.
-Swordmanship- controls how well you use melee weapons.
-Parry- controls how well you deflect enemy attacks.
-Muscle- controls how strong you are.
Constitution- controls how much damage you can take.
-Healing- controls how quickly you heal.
Force- controls how well you can use the Force.
-Control-
-Sense-
-Alter-
Wisdom- controls your "smarts".
-Engineering- controls how well you handle and fix machines and electronic systems.
-Slicing- controls how well operate computer technology.
Charisma- controls how well NPCs like you.
-Diplomacy- controls your ability to convince NPCs.
-Bluff- controls how well you can trick NPCs.
-Stealth- controls how well you sneak around, and blend in with your enviroment.
Your Force abilities (to stick with actual Star Wars) will often have a maximum limit, decided by random. I'll roll a d20 to determine what they are.
1-13: Non-Force-sensitive; you can't use any Force powers.
14-16: Just barely Force-sensitive; probably means you've got better reflexes than the average person. Not much else.
17-19: Force-sensitive; You're now at cookie-cutter "consistent-Force-usage" level.
20: Powerfully so; If you've got plans to be the next Jedi Grand Master...
--You probably won't be informed of what I rolled for your Force sensitivity. Though if you start out as a Jedi (and, statistically, one in five people should) you can figure you're in the 17-20 range. Also, if anyone specifically doesn't want to have any Force involvement (and I know of plenty of reasons why people haven't wanted to in the past ), feel free to say so.
Here's a list of different Force power classifications and what levels you get them at.
Force Power Chart
Control:
-Force Healing (Lv. 2-5)
-Force Stealth (Lv. 4-5)
-Force Enlightenment (Lv. 2)
-Force Speed (Lv. 1-5)
-Mind Trick (Lv. 1-5)
-Art of the Small (Lv. 3-5)
Sense:
-Precognition (Lv. 1-5)
-Psychometry (Lv. 4)
-Shatterpoint (Lv. 5)
-Telepathy (Lv. 1-5)
Alter:
-Telekinesis (Lv. 1-6)
-Force Lightning (Lv. 4-6)
- -Force Wrack (Lv. 5-6
- -Force Storm (Lv. 6)
-Force Stun (Lv. 3-4)
-Cryokinesis (Lv. 3-6)
- -Pyrokinesis (Lv. 4-6)
-Force Shield (Lv. 5)
-Absorb Energy (Lv. 6)
ARC2197
I'll probably edit in a bunch more later, but for now this should work. If you have a question, please ask.
In case you're wondering, Divide and Conquer is a distinct roleplay in that it follows standard tabletop RPG-style gameplay, including having a Game Master (abbreviated GM; which would be me), dice rolls, something of a preset storyline, and so on. Just to make sure you realize why I made a "second Star Wars roleplay" for RAW.
On the flip side, this is entirely homebrew (meaning I didn't use one of the official Star Wars Roleplaying games out there. That also means this might not work out perfectly ). Also, to give you a heads-up, be prepared for two things: One- I'll likely be putting together much of how your character starts our, including his entry into the campaign, probably his starting stats and such, and maybe even key details about him like name, description, and background. Two- however, after that you can do pretty much anything you want. Guaranteed no railroading!
I'd prefer to get at least three players, but I can take, maximum... honestly, if the whole forum wanted to sign up for it I could definitely try to take them all in. However, you'll all start out divided up and either on your own or possibly with one or two other players depending on circumstances.
-IMPORTANT EDIT- SETTING
This RPG is set in the Old Republic era. Around the period of the Cold War and the recent Star Wars: The Old Republic computer game, since that seems to be what people are, as of late, most familiar with (I'm not unfortunately, but I've read up enough that I can manage. Hopefully ). The exact time is about 30 years after the Treaty of Coruscant's formation, or 3,683 BBY.BASIC RULES
The rules are, thankfully, pretty simple and likewise easy to adjust.
-Everything is based off a dice system which consists solely of d20s (twenty-sided dice), d10s (ten-sided dice), and d6s (good ol' standard six-sided dice). I'll do all the dice rolls on my end and tell you the numbers you roll. Hopefully no one thinks badly of this.
-To help maintain in-character knowledge separation and such, HUGE amounts of the game will be posted entirely in spoilers directed toward individuals or separate parties. I realize this may turn out to be somewhat frustrating, but considering how heavily-divided everyone will be starting off to help keep the game flowing smoothly I think it'll help things run better.
-I might add more as I think of it.
--Stats and Characters--
These are the various "skills", as well as the basic character set-up. I realize they're not terribly original as far as RPG stuff goes, but I prefer functionality over originality.
These are the various "skills", as well as the basic character set-up. I realize they're not terribly original as far as RPG stuff goes, but I prefer functionality over originality.
Name:
Health:
Experience:
Class:
Items:
Apparel:
Stats:
Base Stats
Dexterity- controls how well you fire blasters and other ranged weapons.
-Accuracy- controls how accurate you are, particularly when sniping.
-Acrobatics- controls your athletic abilities.
-Piloting- controls how well you use vehicles.
Strength- controls how well you hit in melee and how strong you are.
-Swordmanship- controls how well you use melee weapons.
-Parry- controls how well you deflect enemy attacks.
-Muscle- controls how strong you are.
Constitution- controls how much damage you can take.
-Healing- controls how quickly you heal.
Force- controls how well you can use the Force.
-Control-
-Sense-
-Alter-
Wisdom- controls your "smarts".
-Engineering- controls how well you handle and fix machines and electronic systems.
-Slicing- controls how well operate computer technology.
Charisma- controls how well NPCs like you.
-Diplomacy- controls your ability to convince NPCs.
-Bluff- controls how well you can trick NPCs.
-Stealth- controls how well you sneak around, and blend in with your enviroment.
Your Force abilities (to stick with actual Star Wars) will often have a maximum limit, decided by random. I'll roll a d20 to determine what they are.
1-13: Non-Force-sensitive; you can't use any Force powers.
14-16: Just barely Force-sensitive; probably means you've got better reflexes than the average person. Not much else.
17-19: Force-sensitive; You're now at cookie-cutter "consistent-Force-usage" level.
20: Powerfully so; If you've got plans to be the next Jedi Grand Master...
--You probably won't be informed of what I rolled for your Force sensitivity. Though if you start out as a Jedi (and, statistically, one in five people should) you can figure you're in the 17-20 range. Also, if anyone specifically doesn't want to have any Force involvement (and I know of plenty of reasons why people haven't wanted to in the past ), feel free to say so.
Here's a list of different Force power classifications and what levels you get them at.
Force Power Chart
Control:
-Force Healing (Lv. 2-5)
-Force Stealth (Lv. 4-5)
-Force Enlightenment (Lv. 2)
-Force Speed (Lv. 1-5)
-Mind Trick (Lv. 1-5)
-Art of the Small (Lv. 3-5)
Sense:
-Precognition (Lv. 1-5)
-Psychometry (Lv. 4)
-Shatterpoint (Lv. 5)
-Telepathy (Lv. 1-5)
Alter:
-Telekinesis (Lv. 1-6)
-Force Lightning (Lv. 4-6)
- -Force Wrack (Lv. 5-6
- -Force Storm (Lv. 6)
-Force Stun (Lv. 3-4)
-Cryokinesis (Lv. 3-6)
- -Pyrokinesis (Lv. 4-6)
-Force Shield (Lv. 5)
-Absorb Energy (Lv. 6)
Character Profiles
ARC2197
- Only ARC2197 may read:
- Name: Nevar Slisko
Health: 3/3
Experience: 0/600
Class: Mercenary (Mandalorian)
Items: M44 Heavy Blaster Rifle; D9 Sidearm; Combat Vibro-knife; G10 Heavy HE Frag Grenades (3); Medical kit; Blaster scope (electronic optical, IR/thermal, direct-feed); Food rations; wrist darts (5)
Apparel: Beskar'gam (Dark orange with grey highlights. Equipped with full helmet HUD/sensors, and wrist-mounted multi-gadgets)
Stats:
Dexterity-
-Accuracy- 3
-Acrobatics-
-Piloting-
Strength-
-Swordmanship-
-Parry-
-Muscle-1
Constitution-
-Health- 1
-Healing-
Wisdom-
-Engineering-
-Slicing-
Charisma-
-Diplomacy-
-Bluff-
-Stealth- 1
I'll probably edit in a bunch more later, but for now this should work. If you have a question, please ask.
Last edited by @ Ariklego on Thu Jul 11, 2013 9:08 pm; edited 2 times in total
Ariklego- Randomness Starter
- Posts : 39
Reputation : 0
Join date : 2013-06-27
Age : 28
Re: Star Wars RPG-- Divide and Conquer
First off, the forum comes with a built in rolling function. If you want the rolls to be secret, then it won't work. But for public rolls, just go to the full reply screen. Beneath the send button, you'll find a roll dice option. Don't know if that will be useful for you or not.
Secondly... Should I be making anything remotely close to a profile for this or not?
Secondly... Should I be making anything remotely close to a profile for this or not?
The Not-so-Evil Overlord- Admin
- Posts : 2191
Reputation : 12
Join date : 2012-01-13
Location : The Center of the Universe
Re: Star Wars RPG-- Divide and Conquer
A rolling function? Yes, that'd be VERY helpful.
...Yep. Found it, I think.
As to your second question... does that mean you'd like to join? If so, not quite yet, as I have a HIGHLYunrefined () method for this. Should be a pretty quick process, though.
Is there, within the scope of Star Wars careers and livelihoods familiar to you, any particular one you'd prefer? I'd put you into a specific one I have in mind, but I'm not sure you'd like it so I'll save it for later.
EDIT: Also, I just added some basic info to the starting post detailing the setting, if you're interested. You should notice easily.
...Yep. Found it, I think.
- Random number (1,5000) : 1874
As to your second question... does that mean you'd like to join? If so, not quite yet, as I have a HIGHLY
Is there, within the scope of Star Wars careers and livelihoods familiar to you, any particular one you'd prefer? I'd put you into a specific one I have in mind, but I'm not sure you'd like it so I'll save it for later.
EDIT: Also, I just added some basic info to the starting post detailing the setting, if you're interested. You should notice easily.
Last edited by @ Ariklego on Thu Jul 11, 2013 3:43 pm; edited 1 time in total
Ariklego- Randomness Starter
- Posts : 39
Reputation : 0
Join date : 2013-06-27
Age : 28
Re: Star Wars RPG-- Divide and Conquer
Me is going to be Mando mercenary/bounty hunter/warrior. You is going to ask me questions to fill out non-number-stuff on character sheet.
Ryan the Mad King Guy- Waffle Addict
- Posts : 355
Reputation : 0
Join date : 2013-06-26
Age : 26
Location : Classified (See the little red dot on your chest? I'm about 1.5 klicks away).
Re: Star Wars RPG-- Divide and Conquer
@Arik: Yes. I am asking to join. As for what type of character... Right now I'd be up for anything. I don't have any real preferences. Aside from someone who's not evil.
The Not-so-Evil Overlord- Admin
- Posts : 2191
Reputation : 12
Join date : 2012-01-13
Location : The Center of the Universe
Re: Star Wars RPG-- Divide and Conquer
JJS: That works. In fact...
FOR JJS-
FOR JJS-
- JJS only:
- I think I'll throw you in as something... interesting. How's a commando sound?
This'll be your character sheet. Come up with a name, and then you have six points to spend on your secondary stats (accuracy, acrobatics, piloting, swordmanship, parry, muscle, etc. Essentially everything but the six "base stats" labeled in bold). Refer to my first post to find out what those do.
Name:
Health:
Experience: 0/600
Class: SFE Commander/Sniper
Items: Type-7 Precision Heavy Blaster Rifle (scoped); DR-14 Blaster Carbine; Impeder-II Medium Blaster Pistol; combat knife; grapnel launcher; fake IDs
Apparel: Mark 85 Combat Armor (white)
Stats:
Dexterity-
-Accuracy-
-Acrobatics-
-Piloting-
Strength-
-Swordmanship-
-Parry-
-Muscle-
Constitution-
-Health-
-Healing-
Force-
-Control-
-Sense-
-Alter-
Wisdom-
-Engineering-
-Slicing-
Charisma-
-Diplomacy-
-Bluff-
-Stealth-
Ariklego- Randomness Starter
- Posts : 39
Reputation : 0
Join date : 2013-06-27
Age : 28
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