STAR WARS: ASHES of the OLD REPUBLIC - Start Here!

narayan

Explorer
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This is a D20 STAR WARS play-by-post game incorporating some house rules, set shortly before the events of Episode IV: A New Hope. The game begins in the Elrood Sector of the Outer Rim along the Rimma Trade Route. New PC's will start at 2nd level, most likely as fringers or independents. (There is a 5% chance that new characters are force-sensitive, determined at the end of character creation) This campaign involves an ex-jedi padawan named Jeril Rain who narrowly escaped the Great Jedi Purge executed on orders of Emperor Palpatine approximately 19 years ago. As a largely open-box game the group is free to help Jeril, or betray him to the Empire in an attempt to collect a reward.


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Game Status: Cancelled

Current Game Thread: http://www.enworld.org/forum/showthread.php?474217-STAR-WARS-ASHES-of-the-OLD-REPUBLIC-Scene-1

Players


EN World UsernameCharacter NameAgeSexRaceHomeworldClassLevel
Shun001 Kratz Doan30MHumanDerilynSoldier (2)2
SezariousJihahna Darut?FHumanTatooine?2
97mg2-IB-XNAFDroidNAExpert2
Open






Open








Rolz.org and the Fate Pool

For this game we will be using rolz.org for all our dice rolls (and myth-weavers.com for character sheets). For each 'scene' in the game I'll create a new dice room on rolz.org with the abbreviation ASHES. So for example, Scene 1 would be ASHES 1. Each character signs into the rooms under their character name. You should be able to click view-log and see all the previous rolls made in the room.

I was thinking about the logistics of running a relatively fast-paced play-by-post game like this one and it seemed to me the most time-consuming part would be asking the players to make rolls and then waiting for them to do so and report it to me before I could finish my post. Thus, I have decided to use something I call the Fate Pool, which is where the players roll twenty d20's on rolz.org. (The total for this pool has to be 200 or more to be counted. Declare your roll as Fate Pool and Keep rolling 20d20 until it does.)

Those rolls will then serve as their rolls in their absence... so whenever I need them to make a roll, I will instead use a result determined randomly from their fate pool though a d20 roll and use that as the result of their roll. The roll I use to pick a roll from their fate pool will is also logged at rolz.org, so it will still be fair. For each new scene, I will ask you to roll a fresh fate pool to keep things even even more randomized.

Post Formatting

Title your posts with your characters name, first name only, so people can see what character its for just by quickly scanning and scrolling down.

If its a non-combat post, use the text icon in the title. If its a combat post, use the red "!" icon in the title. Please use the following guidelines for posts in the game.

Players

Character Name (in BOLD) followed by colon: is used at the start of any post for your character.
"Quotes" are for in-character speech. underlining and/or bold characters can be used for emphasis in speech. Choosing a specific color for your speech is recommended.
~thingies~ are for in-character thoughts in 1st person.
(parenthesis) are used for out-of-character actions, thoughts, questions, dice rolls, etc.
- These - are used to declare the type of speech you are using or to whom you are speaking.
[brackets] are used when a player asks a question for the dm, or makes a note or comment about rules.

DM

Always uses italics

NPC Name (in BOLD) followed by a colon is used at the start of any post for an NPC.
"Quotes" are for in-character NPC speech. underlining and/or bold characters can be used for emphasis in NPC speech.
~thingies~ are for in-character NPC thoughts in 1st person.
(parenthesis) are used for out of character questions, ideas, dice rolls etc
- These - are used to declare the type of speech they are using or to whom they are speaking.
[brackets] are used when the DM needs a roll to be made by a player, asks a question, or makes a note.

Fate Points

Not to be confused with Force Points, Fate Points are given as rewards for good roleplaying or other significant contributions to the game. Each character gets 1 Fate Point at character creation as a one-time bonus. Once a character is in play, their player must earn further fate points at my discretion. They may use these points to affect their odds in the game, or save them up for other benefits.

  • 1 FP = Add 1 to a roll (For example, you need to meet a DC 15 check but you only rolled a 14)
  • 1 FP = Reroll one roll
  • 1 FP = 1 Skill point in a class skill
  • 1 FP = 1 temporary Vitality Point
  • 2 FP = One temporary Wound Point
  • 2 FP = 1 Skill point in a cross-class skill
  • 2 FP = Give one Fate Point to another PC (may only do this during ‘downtime’)
  • 3 FP = Permanent Vitality Point
  • 5 FP = Permanent Wound Point
  • 8 FP = A Feat
  • 10 FP = An increase in one attribute by 1
Rolling Method

4d6 (drop the lowest, re-roll 1’s, re-roll any stat less than 9.) Add up the stats, if the total is less than 81 you may add the difference as a bonus to your stats. However no stat may start above 18 unless a racial modifier allows it too.


  • Note: To roll your stats online go to rolz.org and input STAR WARS Character Creation for the dice room. The code for using my roling method on rolz.org is: repeat 6 reroll=1 4d6h3
 
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Sezarious

Explorer
Hello. Please see rolz.org for my rolls as follows 17,13,14,9,15,15. Second level 8hp (1d8, dex based hero) and she is NOT force sensitive. Just level 1 starting credits by the way?

[sblock=Character concept]Jihahna Darut - Human ex-mercenary Fringer

Strength 14
Dexterity 17
Constitution 15
Intelligence 15
Wisdom 13
Charisma 9

BAB: +1
Fort:3+2=5
Ref:2+3=5
Will:0+1=5

Defense Bonus:10(Base)+4 (Class)+3(Dex)=17

Wounds: 15
Vitality Points: 20

Skills: (6+2)x4=32(+4 for human)=36

*Climb:5+2=7
*Diplomacy -1=2
*Hide:5+3=8
Jump:2+2=4
*Listen:5+1=6
*Pilot=3+3=6
Craft (Robotics)=2+2=4
*Repair (Fringer bonus class skill):3+2=5
*Ride:3+3=6
*Search:5+1=6
*Spot:5+1=6
*Survival:5+1=6
Swim:2+2=4

Languages: Basic, Gamorrean, Huttese, Jawa trade Language.

Feats:
(Class)Blaster Rifle proficiency
(1st) Point Blank Shot
(Human) Precise Shot

Wields a light repeating blaster: 3d8 (19-20x2) 40m 6kg, Energy, Multi/Auto, Large Weap

Once a Mercenary on Tatooine who worked for the Hutts, Jihahna lost her left arm and leg escaping them after she had a change of heart as to her occupation. They sent a bounty hunter after her and she paid a heavy price, though managed to leave her mark on the hunter in return. Afterwards, she went abroad, spending the last of her credits on new prosthetic limbs and a ticket off-world. Now she seeks to support a nobler cause, but doesn't know where to start, except through mercenary work, the only work she really knows how to do.[/sblock]
 
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narayan

Explorer
Hello. Please see rolz.org for my rolls as follows 17,13,14,9,15,15. Second level 8hp (1d8, dex based hero) and she is NOT force sensitive. Just level 1 starting credits by the way?

Starting credits for 1st level are rolled normally based on class. You get 1,000 extra credits for each starting level past 1st. So for starting 2nd level, you get rolled + 1,000 credits.

PM'd you also to fill out a character questionnaire and a physical description.
 




narayan

Explorer
Bureau of Ships and Services (BoSS)

Here is some info anyone operating a starship in the STAR WARS Universe needs to be aware of.

Bureau of Ships and Services (BoSS)

Offices of the Imperial Space Ministry throughout the galaxy issue permits for transport of restricted goods, usually at the capital of the sector where the restricted cargo originates. Other petty permits for travel through certain hazardous routes, secure landing facilities and restricted hyperlanes or systems are also issued at space ministry offices in sector capitals. However, when it comes to keeping track of the innumerable starships and certified spacers out there, the mighty Empire turns the formidable and important task over to an agency seemingly separate from the great military power which controls vast portions of the space lanes - the secretive and clan-administered Bureau of Ships and Services (BoSS).

The Bureau of Ships and Services (BoSS) is the galaxy's record-keeper when it comes to starship and spacer information. It keeps extensive information on starship registrations and transponder codes, captains' flight certification, and upgraded weapons loadouts on all ships in the galaxy. It also keeps track of astrographical and navigational information as well as data on hyperspace routes used in nav computers.

Spacers get most of their flight documents from BoSS offices around the galaxy, registering their ships, heavy weapons, and their flight abilities with BoSS databanks. BoSS also matches ship registrations with starship
transponder codes and collates all this information for use in the enforcement of spacefaring regulations. BoSS keeps track of these documents as well, noting the transfer of spacecraft between owners as well as any violations against certain captains or starships from various ports.

It is also rumored that BoSS keeps a record of certain captains wanted by Imperial and bounty hunting agencies.

The bureau's databanks are continuously updated and transmitted to starports, systems, and enforcement agencies throughout the galaxy. What information is provided by BoSS and how quickly it is delivered to a
particular client depends on subscription fees paid to BoSS for access to updated starship and spacer information.

Every spacer is required to carry certain data documents aboard their ship at all times. These are most often kept on a secure datapad issued by BoSS at the time of ship registry and captain's accreditation-acustom format input plug available only at BoSS and Imperial Space Ministry offices is the only way of downloading new certifications and permits or altering information already existing on the datapad. Port officials or those inspecting the ship in person request this datapad for their personal inspection, and can read the information and verify it through their own computers.

A separate plug also allows the datapad to download information to a starship's computer for transmission to port and naval authorities monitoring traffic from other ships or installations. Most busy starports require this form of identification, as starport personnel cannot possibly board every starship passing through to personally inspect data documents. Here's a list of some of the required documentation spacers must carry aboard their vessels at all times.

All three documents are available from the Bureau of Ships and Services only, and have various requirements that must be fulfilled before they're issued:

Ship's Operating License: Every starship must have an operating license detailing the ship's specifications, port of origin, manufacturer and registration code with the Bureau of Ships and Services (BoSS). The license also identifies the current owner and transponder codes. Transponder codes are the fingerprints of starships-if a transponder code doesn't match up with datafile information for a starship registry number, it's a sure sign of illegal operation (and in most cases, a bad license forgery or data implantation on the part of the starship owner). Operating licenses are available for 1,000 credits and require a background check on the owner, a brief inspection of the ship, and a transponder code verification reading.

Captain's Accredited License: Every starship captain is required to have a license to pilot the particular starship class they're flying. Some licenses cover several kinds of starships, depending on the captain's training and experience. Obtaining a captain's license requires several oral, written and flight tests, as well as 10 years of documented time in space, an extensive background check, and a 300 credit fee. However, BoSS often overlooks the flight time and most of the testing for a200 credit "expediter fee" - bringing the total for a pilot's license to 500 credits.

Arms Load-Out Permit: Non-military starships with weapons or unusually high shield ratings require an arms load-out permit acknowledging that the additional weapons and shields are authorized by the Bureau of Ships and Services. These permits are issued quite often and easily in the regions past the Colonies, as piracy and other attacks are much more common.

Ships with weapons emplacements or boosted shields without one of these permits can be impounded on the grounds that it is a vessel in the service of a pirate group or the Rebel Alliance. Because boosted arms and shields are part of a starship's spec profile, BoSS assumes authority in keeping track of augmented ordnance and tags the permit onto the ship's operating license. Each weapon or boosted shield system aboard a ship requires a separate permit. An arms load-out permit requires a brief inspection, verification of starship and captain's licenses, a background check, and a minimum 250 credit fee (the fee depends on the specific shielding and weapons to be carried). Existing weapons that are upgraded in power require new, upgraded permits.

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