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Topic Subject: Star Wars: A Fallen Empire RPG
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posted 05-27-05 12:31 PM EDT (US)   
STAR WARS: A FALLEN EMPIRE


It is a period of galactic uncertainy. As the GALACTIC EMPIRE'S hopes for galactic domination came to an end with the destruction of the DEATH STAR, and the subsequent death of EMPEROR PALPATINE, the galaxy has fallen apart.

Those who were formerly in the dark clutches of the emperor, the HUTT CARTELL, the CORPORATE SECTOR AUTHORITY and the HAPES CLUSTER see an oppirtunity. But the EMPIRE still lives, hoping to reclaim it's dominion over the galaxy.

Even now, rebellion leader MON MOTHMA and PRINCESS LEIA ORGANA travel to the world of SUllust to announce a NEW GALACTIC REPUBLIC...

PLAYERS

Alexus, Empire eharvey4@aol.com

i love fambas, CSA adam9512@aol.com

DarkSideFire, Hapans, jediofold@hotmail.com

Huttsforever, Hutt Cartell cenem0510@aol.com

SupremeAirPower, Eriadu imperium

shortguysforever@hotmail.com


Sign up:

1. You may choose one of the 5 factions listed in the information posts. Give me your E-Mail, AIM, MSN, and any other contact information. Your fleet stats will then be E-Mailed to you.

2. See the posts below for details beyond the basic rules.

3. This is the map we are using. Plot Hyperspace jumps carefully

http://i3.photobucket.com/albums/y67/MPK567/SW_Galaxy_map.jpg

RULES

BASIC RULES

The basic rules are as follows.

1. You may not make up new credits, ore, energy, fleets etc. for yourself.
2. You may not decide battles, nor may you decide the outcome of battles or the effectiveness or losses of any part of a battle.
3. You may not build superweapons.
4. Thou shalt build only what is on the list.
5. Thou shalt not take control of NPC's.
6. Do not flame people.
7. If you have a dispute with me or another player, posting the dispute is fine. Posting your case in one post is fine. But no extended arguements. E-mail me or contact me on MSN and we can work things out.
8. All ruling on battles etc are final. You can debate me if you want over MSN or E-mail.
9. Follow the laws of the Star Wars Universe.
10. All other rules, laws and orders given by me or by a co-moderateor(s) shall have the same force of law as these rules.
11. Do not post things against the Code of Conduct of Heavengames.


To save space, see the next post for the full rules.

GAME FUNDAMENTALS

This game is much different from other SWGBH RPG's based on fleets. This game is MUCH MUCH MUCH MUCH different from other SWGBH RPG's. Here are the main differences.

1. Fleet movements and where you place your armies and fleets are not posted here. Neither are your assets or total amount of armies. When you join and choose your faction, I shall send you an E-Mail detailing your fleet and army stats and where they are located. When you wish to change fleet and army appropriation to your planets, E-mail them to me. Same for production, building new ships etc. You CAN post them if you want, but this is considered in this RPG publicizing the info, thus all players can know of these movements etc. in character. This however, does not count for character posts, so feel free to have character stuff.

2. Battles are posted. The attacker posts his strategy. The defnder posts HIS strategy. The Moderateor will then calculate the losses, victories and outcome with a variety of dice rolls and analysis of the abilities of the commanders in the battle and on the effectiveness of the strategy, the power of the fleets\armies etc. Flanking, special strategies etc are encouraged for all players. They will be rewarded. You may NOT post what happens. I.E. "The Star Destroyers charged into the center of the rebel fleet. The rebel fleet scattered and broke". After I post the outcome however, you can add character to the outcome. I.E. "Thrawn watched as the Mon Cal Cruiser broke apart." after i already ruled that the Mon Cal Cruiser is destroyed.

3. This game also includes a resource system. Planets contribute to your total amount every "turn". (3 days). Different planets have different values. Some may be rich in ore. Others may have large manufacturing centers and shipyards where you can build things. Every turn, the resources from your planets are automatically added to your treasury (Unless they are being blockaded, that is, enemy ships control the space over your planet.)

4. When moving fleets, they move as fast as the slowest ship. Slower ships will take longer to arrive half way across the galaxy then a faster ship.

PLANETS

1. Planets are vital for your empire. They provide you with resources. They provide you with armies and a few have centers where you can "spend" these resources to build things. (Shipyards, production centers) Planets have several resources. They are

Economy: The number of your planet's economy is how many credits you receive into your treasury every turn. Credits are used to buy almost anything. Some things may temporarily or permenantly make this higher or lower.

Ore: This number indicates how much ore you receive into your treasury every turn. Ore is used for building weapons, armor, ships and buildings.

Population: You need population to crew ships and man your armies. Wherever you make an army, you automatically recruit them from that planet. When you build ships, you choose where to take the crew from when you begin building the ship. This may make the ship building process take longer, depending how far away the crew is freom where the ship is built. Taking too many people from planet will increase the chance you may have a revolt. A certain level of population is also required to build certain buildings.

Terrain: This is the terrain type. it may be jungle, plains, urban etc. this changes what the battlefield where armies clash is.

Special: If there is anything special about a planet, this is where you see it. An example is Bespin and it's Tibanna gas which makes all weapon costs for who owns the planet 15% cheaper.

Structures: Any structures that are on this planet, such as a fighter base or a anti-air system will be shown here.

Population growth: Every turn, the population increases this percent.

2. Planets cannot be destroyed or otherwise made unuseable.

3. Planets being blockaded are cutoff from their faction and vice versa. They cannot build more than what they produce themselves.

SHIPS

Ships have several stats made for the purposes of this game. They are

Size: This determines what size shipyard is needed to build this ship. A large ship needs large ship etc. A larger shipyard allows you to build multiple smaller ships. For insantance, a large shipyard could build 3 medieum ships or 10 small ships (Fighter Squadrons).

Ore Cost: How much ore does this cost to build.

Credit Cost: How many credits this ship requires.

Crew Requirement: How many people are required to crew this ship.

Time to build: How many days (Real-life) it takes to build this ship.

Armies

1. Armies can be recruited from any planet you own. Each army "unit" is 5,000 men.

2. Armies can be equipped with as much and as little as you want. You can build armor and weapons and then equip them to each unit. 1 unit of army can be equipped with 1 unit of armor and 1 unit of weapons.

3. To move armies, you must build and load armies onto landing ships.

4. Armies can only invade planets when your faction or an allied faction controls the space over the planet.

5. Tanks and walkers (Ahh, AT-AT's) can also be built on planets. (If they have the appropriate facilities) All the other rules apply to them.

6. Armies use a rock-paper-scissors type of fighting (Along with the dice rolls decided by me.) Troopers armed with laserguns are good against those carrying rocket launchers etc. Rocket troops are good against tanks etc. and tanks are good against laser troops. Melee attackers armed with vibroswords etc. are weak in most situations except when flanking enemy infantry or attacking close quarters. Men more lightly armored will have the advantage in rocky areas or forested locations.

RANDOM EVENTS

Every turn, I roll a dice for each player. If the dice rolls the correct number, that player receives a random event. More dice rolls determine if the event is good or bad and how good or bad the event is. An example would be "Galactic Market Crash" or "New technology enahnces your ship production speed by one day for the next 5 turns"
You may not make random events yourself. However, you may sugges tot me random events. Some random events may effect multiple players or will cause NPC's to perform various actions.

FACTION LEADERS

Your faction at the beggining of the game will receive leaders. Some will have canon SW charaters, others will have randomly generated (or suggested to me by the players). All random characters will also have their abilities randomized by dice throws. The abilities are as follows.

Command Ability: Having someone with an excellent command ability will enhance your fleet's chances and increase the likelyhood of success. Poor commanders may have the opposite.

Management Ability: This is the managerial skills of your character. This effects the economy, builiding costs, etc. for the planet you have him govern. (He must be there to govern it.)

Specials: Anything special about your character goes here. Perhaps he has an odd trait that enhances your character, or is psychotic, making him much more resiliant in combat.

Jedi: Yes or no. If your character is not a jedi, this effects nothing. If he is a jedi, he can be stationed on populous planets to slowly recruit other jedi. Eventually, you will be able to make a jedi army unit. Jedihood also increases your other skills. Jedi fighting with your army also gives your army additional bonuses in the form of enhanced morale etc.

Force Sensetive: Yes or no. A character not in canon has a small chance of being FS. If he is, it slightly enhances your other abilities and allows you to become a jedi. To do so, he must train for a long, sustained period on a remote planet with a low population. (4 monthes, real life time) While he is training, he may not be interrupted for battle or anything else. If he is, the cycle will restart.

Warrior: This player personally has many combat skills at his command. Along with his command bonus, putting him at the front lines gives armies additional bonuses. Higher warrior skills gives higher morale bonuses and makes him less likely to die in battle.

When one of your leaders does not lead an army, a randomly generated one with neutral skills is put in charge of the army or fleet. Keeping him protected is important, as having no leader (I.E. he's destroyed) makes your fleet become sloppy and unorganized. They might not all follow orders.

Winning battles will ehahnce a characters skill. Losing will do the opposite. Making someone governor of a planet for a long time has the same effect on management skills.

THE GALACTIC MAP

Look at and study the galactic map. It's your best friend. It tells you where planets are located, who owns what, how far apart they are etc. There are a few things about this map.

1. Every single planet has planetary stats (see above).

2. All planets not owned by factions have NPC's. (Usually Imperial Warlords, sometimes just by pirates and mercenaries. More on NPC's later.)

3. Plot your couse carefully. Hyperspace jumps work only in straight lines. If your course goes through or very close to another faction's planet, you are likely to be detected. If they have interdictor mines and are your enemy, you may even be pulled out of hyperspace. If it's too close to tell, I use (you guessed it) dice.

NPC's

NPC's (Non-playable characters) play a very large role in this game. At the beggining of the game, a very large portion of planets are controlled by random NPC's such as Imperial Warlords, pirates etc. If they are ever required to do anything, NPC's are controlled by me, a co-mod, or anyone else I authorize to control certain NPC's. These are the rules about NPC's.

1. Noone unauthorized can control them.

2. You may attack them, make deals with them, bribe them to capitulate to you etc. Diplomacy with them is decided by dice with modofiers that are effected by the various skills of the players.

3. Some random events cause NPC's to atttack other factions, join you, offer you a tribute of some sort etc.

4. NPC's also include the various corporations of the galaxy such as Kuat Drive Yards and Sienar Fleet facilities. These corporations are all based at a certain system and sell ships to anyone. Their ships cost alot more credits than it would cost to make them, but you don't have to spend ore, nor do you have to recruit men from your planets to crew the ships. It is also quicker, although the time to get the ships to you depends on how fast the ships you ordered are and how far away you want them delivered.They posess gigantic amounts of defenses, mines etc. so attacking them is rarely a good idea. If you do attack one in hopes of seizing their massive shipyards and rich star systems, all companies automatically cease all bussieness with you. Prices are listed further into the rules.

5. On occassion, you will have a chance to hire mercenaries and \or pirates to help you in space\ground battles. They are expensive however.

6. Another thing that falls into the categorey of NPC's is scripted events. For instance, after a set amount of time, Grand Admiral Thrawn is going to crawl out of the unknown regions and become the Imperial Remnent leader.

FACTIONS

The game begins with 5 factions. New ones may be created later, or non-canon factions may be made by players after the 5 major fractions have been filled adequately at the discretion of me. Unlike other RPG's, one's faction not only decides what planets you begin with etc. but they receive actual bonuses as well.


New Republic: The New Republic begins the game with a jedi (Luke Skywalker) and non-randomized characters (Mon Mothma, Lando Calrissian). They also receive +2 on all randomized character skill rolls and +2 on all NPC diplomacy rolls.

Imperial Remnent: The Imperial Remnent has access to better troop armor. They also receive a 20% discount on all purchases from the following NPC manufacturers. (Kuat Drive Yards, Cygna Space Works, Sienar Fleet Systems)

Hutt Cartell: The Hutts illicit dealings makes hiring pirates and mercenaries 25% cheaper. They can also bribe NPC pirates to attack other factions without implicating themselves.

Hapes Cluster: The Hapans famed beauty and intellect gives them +6 in all diplomacy rolls.

Corporate Sector: The Corporate sector's bussieness friendly policies makes all planets under their control produce +15% income. All corporate sector characters also are given a special trait. "Money Smart: All production costs for planet they rule are cut by 10% when it comes to credit costs."


Shipyards

1. Small shipyards build small ships in two turns

2. medieum shipyards build medieum ships in three turns

3. large shipyards build large ships in three turns

4. Huge shipyards build huge ships in five turns

5. Gigantic shipyards build Ggantic ships in ten turns.

6. Gigantic shipyards build all smaller ships in two turns

4. Huge shipyard build all other smaller ships in three turns.

5. You may build up to four ships in each shipyard at a time.

Please scroll down to the next page for the list of ships, corporations, weapons, costs, etc.


CUSTOM FACTION POLICIES

Imperial Remnant

Hapes Cluster

Elite: Imperial Heavy Repeater, MandalMotors Sky Armor

Corporate Sector Authority

Elite: MandalMotors Battle Armor, Imperial Heavy Repeater.

UNIQUE TRAITS

Favored by the force: +2 to all positive random event rolls, -2 to all negative random event dice rolls.

Disfavored by the force: -2 to all positive random event rolls, +2 to all negative random event dice rolls.

Pathetic Marksman: This man can't even bend his mind around the concept of competent shooting. -4 to all accuracy rolls, including ships he commands and troops he leads.

Charismatic: This man can inspire confience and even optimism in his men. +1 morale.

Unstable: This man is prone to frequent mood swings and changes of decision. -1 morale, -1 command.

Marksman: This man has a slight talent for weapons. +1 to accuracy.

Lucky: This man just seems to have good things happen to him. +1 to posotive random event rolls.

Beautiful: More things than mere words can influence certain diplomats... +4 to all diplomacy rolls where a male is the other diplomat.

Influential: This person is looked up to and respected. +1 to all diplomatic rolls.

Despised by the force: The force just seems to hate this man. -4 to all positive random event rolls, +4 to all negative random event dice rolls. Chance of posotive event roll -50%

Muddled: Sometimes, this man just seems to lose track of everything. -1 command, -1 management

Legendary Pilot- This man is known throughougt the galaxy for his piloting skills. +4 accuracy rolls for all fighters when he is with the taskforce, +3 to all fighter actions.

Loathed by the Force: The force hates this man. Why he hasn't been torn apart by strange forces is a mystery. No chance of posotive random events, +5 to all negative event rolls.

Poor marksman: This man just has no talent for aiming. -1 Accuacy.

Cruel: This man is cruel and vindictative. He delights in the pain of others. This can often blind him to more logical alternatives. +15% chance of revolt, -1 command.

Humbled: This person's confidence has been shattered by a defeat or loss of some kind. -2 command

Unpopular: This person is generally disliked by the populace at large. +15% chance of revolt.

RATING EXPLANATION

Command

1: This man's command ability would be better if it didn't exist. -3 to all accuracy rolls and -3 to morale, and overall fleet ability.

2: This man's command ability is pathetic. -2 to all accuracy rolls and -3 to morale, and overall fleet ability.

3: This man is a poor commander. -1 to all accuracy rolls and -1 to morale, and overall fleet ability.

4: This man's command abilities leave much to be desired. No bonus or penalty.

5: This man is a competent commander. +1 to general fleet ability.

6: This man's command abilities are solid and can be relied upon. +2 to general fleet ability, +1 to accuracy.

7: This man is an excellent commander who can be relied upon to get through difficult situations. +2 to general fleet ability, +1 to accuracy, +1 to morale.

8: This man is a genius to the art of war. +3 to general fleet ability, +2 to accuracy, +2 to morale.

9: This man is a nearly undefeatable force, pulling off victories from nearly impossible odds! +4 to general fleet ability, +2 to accuracy, +3 to morale.

10: The force is strong is strong with this one! It seems nothing can defeat this man, who's transcendant genius can lay waste to empires! +5 to general fleet ability, +2 to accuracy, +4 to morale.

Management

1: This man shouldn't be in charge of shoveling Bantha Poodoo, let alone a planet. -30% to income on planet, +25% chance of revolt. +1 turn to complete things needing more than 1 turn.

2: Waste and corruption folow this man wherever he goes. -20% to income on planet, +20% chance of revolt. +1 turn to complete things needing more than 1 turn.

3: Plants would be better for the planet than this man. -10% to income on planet, +10% chance of revolt. +1 turn to complete things needing more than 1 turn.

4: This man is a deceant manager, but he lacks talent. No pentalty or bonus.

5. This man has a small talent for management. Sometimes he even is capable of using it. -10% chance of revolt.

6: This man has a talent for managament and uses it to the best he knows how. -10% chance of revolt, +10% income.

7: This man is efficent and competent. -15% chance of revolt, +15% income.

8: This man is a genius of finance and public relations. -20% chance of revolt, +20% income.

9: This man is loved by the people and practically a machine with numbers. -25% chance of revolt, +25% income.

10: The people sing the praises of this man! -50% chance of revolt, +20% income.

Diplomacy

1: This person is rude, ignorant of the customs of his host, and a poor speaker. -4 to all diplomacy rolls.

2: This man can hardly be called a diiplomat at all. -3 to all diplomatic rolls.

3: This man has no diplomatic talent whatsoever. -2 to all diplomatic rolls.

4: This person is a poor diplomat, barely able to avoid commiting terrible gaffes. -1 to all diplomatic rolls.

5: A man of average abilities, his diplomatic abilities are servicable. No penalty or bonus.

6: This man has a slight talent for diplomacy. + 1 to all diplomatic rolls.

7: This man glides around customs and diplomacy with skill and grace. +2 to all diplomatic rolls.

8: This man can be called a savant at the fine art of wasting time and conceling his designs. +3 to all diplomatic rolls. -5% chance of revolt.

9: This man is practically a genius in forming others into his will. +4 to all diplomatic rolls, -10% chance of revolt.

10: This man is a master of the diplomatic arts, able to commit the most terrible crimes and then convince others of his good faith. +5 to all diplomatic rolls, -20% chance of revolt.

CHARACTERS


imperial Remnant

Name: Galarin Savan
Command: 7
Management: 10
Diplomatic: 2
Unique Traits: Faction Leader.
Bio: Once a Grand Moff, Galarin Savan managed to gain control of a large portion of the Empire. He was the son of a Governor and an Operatic actress.



Name: Kivan Tor
Command: 2
Management: 2
Diplomatic: 6
Unique Traits: Favored by the force
Bio: Kivan Tor has risen to serve Galarin Savan. He was found by Aran Toh on a deserted planet. Very little is known about him.



Name: Aran Toh
Command: 6
Management: 7
Diplomatic: 8
Unique Traits: Pathetic Marksman, Disfavored by the force, Beautiful, Cruel, Humbled, Unpopular
Bio: Aran Toh was the daughter of poor parents. She excelled at school and won a scholarship to the Imperial Academy. After graduating top of his class she was granted command of the Fondor defence fleet. With the destruction of the Emperor and the splintering of the new order she rose to the position of Grand Admiral and was given supreme command of the entire ‘Imperial’ Fleet. (Such as it was.)


New Republic

Name: Mon Mothma
Command: 4
Management: 5
Diplomatic: 10
Unique Traits: Faction leader
Bio:

Name: Luke Skywalker
Command: 3
Management: 3
Diplomatic: 4
Unique Traits: Warrior, Jedi, Force sensetive
Bio:


Name: Han Solo
Command: 4
Management: 5
Diplomatic: 1
Unique Traits: Warrior, Lucky
Bio:


Name: Princess Leia Organa
Command: 5
Management: 5
Diplomatic: 10
Unique Traits: Beautiful, Influential
Bio:


Name: Admiral Ackbar
Command: 8
Management: 2
Diplomatic: 4
Unique Traits: None
Bio:



Name: General Wedge Antilles
Command: 4
Management: 4
Diplomatic: 4
Unique Traits: Legendary Pilot
Bio: Wedge Antilles was bron on Corellia, his parents were killed in a fueling accident. he was one of the few pilots to survive the attack on the first Death Star, and, along with Lando Calrissian, he destroyed the second. he is famed as being a legendary pilot and he is currently the leader of Rogue Squadron.


Hapes Consortium

Name: Queen Mother Ta'a Chume
Command: 7
Management: 7
Diplomatic: 7
Unique Traits: Faction Leader, Beautiful
Bio: The Queen mother is the ruler of all Hapes. Though she is not the best warrior she is briliant when it comes to managing and under her careful rulership Hapes has grown and prospered. She is however not the nicest lady in the world and many have fallen before her, she will stop at nothing to take out those who get in her way. Her main goal is to see Hapes come into power, and any who get in her way will fall. She is good and many things and can command attacks, be diplomatic, and even manage things when nessecary. One of the most dangerous ladies alive needless to say.


Name: Tonya Verson
Command: 1
Management: 10
Diplomatic: 6
Unique Traits: Beautiful
Bio: Tonya is the top manager of Hapes, she is a genious and she has helped Hapes rise up in power and in wealth. She is smart beyond comparisson and knows things that are going on everywhere, she also has been known to use her beauty to make things go her way.

Name: Prince Isolder
Command: 2
Management: 4
Diplomatic: 7
Unique Traits: Warrior
Bio: The son to Ta'a Chume Isolder can be just as ruthless as his mother when nessecary. He is overall compassionte however and not prone to violence but when needed he will take out those in his way. He is gifted in many areas and has risen high in command and there is no doubt he will suceed his mother once he finds a wife. He is also considered to be softheared and is a farley good diplomat even if he is a boy.


Corporate Sector Authority

Name: Chils Meplin
LorrdCommand: 6
Management: 7
Diplomatic: 10
Unique Traits: Money Smart, Despised by the Force, faction leader
Bio: The Prex (president) of the CSA (Corporate Sector Authority), Meplin seems like he is nice and caring. However, their may be more to Meplin than what is seen such as what was discovered by Fiolla.

Name: Gorra-Fiolla
Command: 6
Management: 3
Diplomatic: 7
Unique Traits: Money Smart, Force sensetive
Bio: A Lorrdian from the planet, Lorrd, Fiolla was the assistant auditor general of the CSA. Being a Lorrd, she had the gift of kinetic communication and she was good friends with Naven Crel.

Name: Naven Crel
Command: 1
Management: 9
Diplomatic: 6
Unique Traits: Unstable (Loses money smart due to roll)
Bio: Naven Crel the auditor general of the CSA. She has been good friends with Gorra-Fiolla ever since Crel saved her life from the assistant Prex of the CSA when Fiolla found that the government was corrupt.


Hutt Cartell

Name: Aron Sakul
Command: 8
Management: 8
Diplomatic: 2
Unique Traits: Faction leader, Dark Jedi
Bio: Aron was always Force sensitive but decided to use the Force to fuel his own gains rather than taking the path of a Jedi. He has taken over the Hutt Cartel after the fall of the Empire in order to get control of the galaxy.

Name: Elos Sakul
Command: 9
Management: 2
Diplomatic: 6
Unique Traits: Muddled
Bio: The younger sister of Aron, Elos is Aron's most trusted. She is used for most diplomatic missions for the Hutts.

Name: Sarom Judd
Command: 6
Management: 4
Diplomatic: 1
Unique Traits: Money Smart
Bio: The only other person Aron trusts to help him control the Hutt Cartel. Not very skilled but smart with money.

Eriadu Imperium

Name: Shantu Anten
Command: 3
Management: 8
Diplomacy: 1
Unique traits: Faction Leader, Loathed by the Force, Poor Marksman
Bio: Not a very charasmatic or leading person Shantu Anten makes for a poor commander and diplomat, on the contrary ,due to her immense managable abilities, Shantu Anten was oredered to supervise finaces and other economicle issues for minor planets throughout the galaxy. However after making those minor planets into major trading centers, Grand Moff Tarkin placed her at the head of the Eriadu Imperium.


Name:Klyta Luvius
Command: 8
Management: 7
Diplomacy: 2
Unique traits: Disfavored by the Force
Bio: Once serving under Grand Moff Tarkin as 2nd commander of Grand Moff Tarkin's Imperial Fleet, Klyta Luvius gained a reputation for being a shrewed but strategic leader. However Klyta liked to be ordered by no one and became rather distastefull of Grand Moff Tarkin, because of this Klyta Luvius was quick to take full control of his home planet Eriandu's star fleet, after the death of Grand Moff Tarkin. Luvius is very sceptic about the force and does not believe it can do anygood, therefor he prefers to have nothing to do with it. Luvius is a seasoned war veteran with a cunning strategic mind and does not take to defeat very well.

Name: Glundian Rovek
Command: 7
Management: 5
Diplomacy: 7
Unique traits: Force sensetive
Bio: Born in the upper class of Erianu, Glundian Rovek looked down on anybody of the lower class. Being very carismatic and persuasive he makes quite a diplomat. He demands proper respect and anything less he scoffs at. although unaware of it, things always seem to go in favor, this could be a sign of high midichlorians.

[This message has been edited by Darth Persia (edited 06-07-2005 @ 11:20 AM).]

Replies:
posted 05-27-05 12:32 PM EDT (US)     1 / 443  
RPG Ships

Imperial Remant

TIE Fighter
Crew: 20
Ore: 100
Credits: 10,000

TIE Interceptor
Crew: 20
Ore: 130
Credits: 14,000

TIE Bomber
Crew: 20
Ore: 200
Credits: 19,000

TIE Avenger
Crew: 20
Ore: 900
Credits: 32,000

TIE Defender
Crew: 20
Ore: 1,200
Credits: 37,000

Assault Gunboat
Crew: 20
Ore: 850
Credits: 30,000

Victory Class-I Star Destroyer
Crew: 5000
Ore: 20,000
Credits: 300,000
Size: Large
Special: Can carry 2 units of troops

Victory Class-II Star Destroyer
Crew: 5000
Ore: 22,000
Credits: 315,000
Size: Large
Special: Can carry 2 units of troops

Imperator Class-I Star Destroyer
Crew: 40,000
Ore: 25,000
Credits: 600,000
Size: Huge

Imperator Class-II Star Destroyer
Crew: 40,000
Ore: 29,000
Credits: 750,000
Size: Huge

Interdictor
Crew: 3,000
Ore: 20,000
Credits: 800,000
Size: Medieum

Escort Carrier
Crew: 2000
Ore: 5,000
Credits: 100,000
Size: Small

Strike Cruiser
Crew: 2000
Ore: 5,500
Credits: 120,000
Size: Small

Carrack Crusier
Crew: 1000
Ore: 4,000
Credits: 100,000
Size: Small

Super Star Destroyer
Crew: 300,000
Ore: 300,000
Credits: 5,000,000
Size: Gigantic

Imperial Sentinel Class Transport
Crew: Can hold 2 Army units
Ore: 1,500
Credits: 80,000
Size: medieum

AT-AT Barge
Crew: Can hold 1 AT-AT
Ore: 1,800
Credits: 90,000
Size: medieum

AT-ST Barge
Crew: Can hold 2 AT-ST
Ore: 1,500
Credits: 70,000
Size: medieum

AT-AT Dropship
Crew: Can hold 2 AT-AT
Ore: 2,500
Credits: 130,000
Size: medieum

New Republic

X-Wing
Crew: 20
Ore: 200
Credits: 20,000

A-Wing
Crew: 20
Ore: 350
Credits: 27,000

B-Wing
Crew: 20
Ore: 800
Credits: 35,000

K-Wing
Crew: 20
Ore: 1,200
Credits: 45,000

Mon Calamari Cruiser MC-99
Crew: 22,000
Ore: 35,000
Credits: 770,000
Size: Large
Special: +2 Accuracy

Mon Cal MC-30
Crew: 2500
Ore: 26,000
Credits: 700,000
Size: Large

Mon Calamari MC80 star cruiser
Crew: 5000
Ore: 20,000
Credits: 600,000
Size: Medieum

Mon Calamari MC90 star cruiser
Crew: 6000
Ore: 35,000
Credits: 650,000
Size: Large

Hapan Royal Fleet

Hapan Battle Dragon
Crew: 8,000
Ore: 20,000
Credits: 450,000
Size: Medieum

Hapes Nova-class Battle Cruiser
Crew: 5,000
Ore: 16,000
Credits: 380,000
Size: small

Hetrinar Assault Bomber
Crew: 20
Ore: 400
Credits: 30,000

Miy'til Fighter
Crew: 20
Ore: 300
Credits: 25,000

Hutt Cartell

Hutt "Scyk"
Crew: 20
Ore: 140
Credits: 18,000

"Dunelizard" Medium Starfighter
Crew: 20
Ore: 200
Credits: 20,000

Hutt "Kimogila"
Crew: 20
Ore: 250
Credits: 25,000

Independant

Nebulon-A Frigate
Crew: 1200
Ore: 1000
Credits: 100,000
Size: small

Skipray Blastboat
Crew: 30
Ore: 300
Credits: 35,000

Correllian Corvette
Crew: 300
Ore: 800
Credits: 70,000
Size: small

Anvil Class Frigate
Crew: 500
Ore: 700
Credits: 80,000
Size: small

Dreadanought
Crew: 20,000
Ore: 10,000
Credits; 200,000
Size: small

Z-95
Crew: 20
Ore: 150
Credits: 12,000

W-Wing Fighter
Crew: 20
Ore: 160
Credits: 14,000

Z-98 Corsair Starfighter
Crew: 20
Ore: 200
Credits: 18,000

Nebulon-D Frigate
Crew: 6,000
Ore: 2,500
Credits: 120,000
Size: small

Y-Wing
Crew: 20
Ore: 200
Credits: 15,000

Correllian Engineering Titan Class lander
Crew: Can hold 2 Army units
Ore: 2,000
Credits: 80,000
Size: medieum

Speeder Barge
Crew: Can hold 1 Tank
Ore: 2,000
Credits: 100,000
Size: medieum


Tank Dropship
Crew: Can hold 2 tanks
Ore: 3,500
Credits: 140,000
Size: medieum

[This message has been edited by Darth Persia (edited 06-02-2005 @ 03:02 PM).]

posted 05-27-05 12:36 PM EDT (US)     2 / 443  
STRUCTURES

AT-AT Construction Facility
Cost: ore: 35,000
Credits: 160,000
Effect: (Imp Rermnant Only) Allows you to build AT-AT's

Heavy Vheicle Construction Facility
Cost: ore: 35,000
Credits: 160,000
Effect: Allows you to build Heavy Vheicles. Upgrades from the Light version.

Light Vheicle Construction Facility
Cost: ore: 35,000
Credits: 120,000
Effect: Allows you to build light vheicles.

Anti-Aircraft Defenses
Cost: ore: 35,000
Credits: 160,000
Effect: A 20 sided die is rolled. 15 or higher destroys a landing enemy craft. 15 is destroy one, 16 is destroy 2, 17 is destroy 3 etc.

Fighter Base
Cost: ore: 20,000
Credits: 560,000
Effect: Gives you 5 squadrons of fighters to automatically defend the planet.

Interdictor Mine field
Cost: Ore: 13,000
Credits: 400,000
Effect: Pulls enemies out of hyperspace if they go near the system.

Mine Field
Cost: Ore: 6,000
Credits: 100,000
Effect: Lays down mines in defensive positions. Useful mostly for defense against fighters and raids.

Golan Defense Platform
Cost: Ore: 250,000
Credits: 1,600,000
Crew: 15,000
Upkeep: 15,000
Effect: A massive defensive station, the Golan Defense Platform can hold it's own against entire fleets, this is the apex of planetary defense.

Fighter construction facility
Cost: Ore: 15,000
Credits: 40,000
Upkeep: 1000
Effect: Allows planet to build all fighters avaliable to that civilization.

Small shipyard
Cost: Ore: 10,000
Credits: 70,000
Effect: Can build all small ships avaliable to your civilization.

Medieum shipyard
Cost: Ore: 20,000
Credits: 100,000
Upkeep: 10,000 credits
Effect: Can build all medieum ships avaliable to your civilization.

Large shipyard
Cost: Ore: 35,000
Credits: 120,000
Upkeep: 20,000
Effect: Can build all large ships avaliable to your civilization.

Huge shipyard
Cost: Ore: 70,000
Credits: 250,000
Upkeep: 20,000
Effect: Can build all huge ships avaliable to your civilization.

Gigantic shipyard
Cost: Ore: 150,000
Credits: 570,000
Upkeep: 45,000
Effect: Can build all Gigantic ships avaliable to your civilization.

Note: You must have the previous shipyard to upgrade to the larger one.

Armory:
Cost: 20,000 credits
Effect: Allows you to build weapons and armor.

Barracks:
Cost: 20,000 credits
Effect: Allows you to recruit men into units.

Advanced Mining Unit
Cost: 2,000 Ore
Credits: 35,000
Effect: Increases ore output by 25 percent on planet.

Holonet Data Uplink
Cost: 125,000 credits
Effect: Increases credit output by 25 percent.


WONDERS

Corporate Headquarters (CSA only)
Cost: 200,000 Ore
Effect: doubles commerce in the city and gives 10% interest every turn on treasury.

Cloaking field project (Imperial Only)
Cost: 150,000 Ore
Credits: 530,000
Effect: Allows the Imperials to add cloaking devices on capital ships for an extra cost of 10%.

Secret Police Network (Not avaliable to New Republic)
Cost: 450,000 credits
UpKeep: 75,000 credits
Effect: Gives minus 5 roll for all rebellions and revolts.

RULES

1. All structures but shipyards are built in 3 turns.

2. All wonders are built in 24 turns.

3. Small shipyards are built in two turns.

4. Medieuml shipyards are built in three turns.

5. Large shipyards are built in five turns.

6. Gigantic shipyards are built in eight turns.

7. Huge shipyards are built in twelve turns.

[This message has been edited by Darth Persia (edited 06-06-2005 @ 03:36 PM).]

posted 05-27-05 12:38 PM EDT (US)     3 / 443  
RPG ARMOR

CEC* Combat Vest- The weakest, cheapest protection you can find, the combat vest can barely deflect even the weakest weapons. Light and widely avaliable, this armor is so light it can allow those who wear it to move completely unencumbered.
5000 credits

MandalMotors Battle Armor- A versatile, affordable battle armor in the style and tradition of the excellent Mandalorian armor. This provides good protection for a good price. This armor can save a life, but it's weight causes some slight loss of manuverability.
25,000 credits

Scout Armor- Scout armor is designed for limited protection and maxiamum mobility. Lighter armor like this is best designed for terrains such as mountains, jungle, forests and urban combat.
20,000 credits

Sienar Heavy Battle Armor- A heavy, formidable battle armor, the Sienar Heavy Battle armor is some of the highest quality armor on the market. It provides excellent protection against many weapons. However, it's cost makes it difficult to procure in large numbers and it's weight makes anyone wearing it slow and cumbersome.
60,000 credits


CEC* Medieum Battle Armor- This medieum battle armor offers a middle ground between the lesser protection and greater mobility of scout armor types and the greater protection and lesser mobility of heavier battle armor.
35,000 credits


Stormtrooper Armor- (Imperial Remnent Only) The stormtrooper armor is the epitome of medieum battle armor, providing more protection and more mobility than the standard medieum battle armor.
15,000 credits


Storm Trooper Scout Armor- (Imperial Remnent Only) This stormtrooper armor offers the same protection but even more mobility than the standard scout armor.
10,000 credits

Elite Stormtrooper armor- (Imperial Remnent Armor) The most advanced armor in existance, the stormtrooper Elite armor is the epitome of advanced battle armor. Providing powerful protection against most hand weapons, this armor also provides accuracy bonuses to the wearers. It does however limit mobility somewhat.
45,000 credits

CEC* Armor Chestplate- A step-up from the combat vest, this common and cheap armor provides deceant protection and only a small penalty to mobility.
7,000 credits

MandalMotors Sky Armor- This is extremely expensive, extremely unique armor. Medieum Battle armor with a jetpack, this allows troops to move quickly across the battlefield, executing flanking manuvers and surprising enemy troops.
200,000 credits

Stormtrooper Sky Armor- (Imperial Remnent Only)- This armor is a step above even the standard sky armor. Armed with a jetpack, this armor gives even more protection and does not effect mobility.
160,000 credits

RPG WEAPONS

Golan Arms Blast Cannon
Info: This unusual weapon was produced by Golan Arms for the Empire, as part of the ambitious Dark Trooper project. The Blast Cannon fired multiple blaster bolts with a single shot, spraying energy like a shotgun. It was and still is one of the galaxy’s most brutal close-range anti-infantry weapons. It is almost identical in appearance to the E-11 Rifle, allowing easy concealment.
Credits: 20,000

Blastech CL-12 Blaster Carbine
This weapon is a simple, easily produced laser carbine used by militia and standard infantry forces.
Credits: 10,000

Correllian Blaster pistol
This weak, cheap blaster is common among many militia and pirate groups around the galaxy. It has poor range and power, but is easily carried and easy to get in large numbers.
Credits: 5,000

E-11 Blaster Rifle
The E-11 Sidearm was the standard-issue weapon of the famous Stormtroopers of the Galactic Empire. The E-11 is a powerful, high-quality weapon because it has the raw power of a blaster rifle and is not much larger than a pistol.
Imperial Only
Credits: 30,000


E-5 Blaster
This was the blaster sidearm used by the Battle Droids of the Trade Federation before and during the brutal Clone Wars. It fires powerful red blaster bolts, but has a limited ammunition supply and is hard to aim.
Credits: 10,000

Briar Blaster Pistol
This is a common Blaster Pistol, and can be found almost anywhere is the galaxy. It fires accurate yellow blasts that are effective against most moderately protected soldiers, but the easily aimed lasers are weak; it takes repeated shots to pierce armor such as stormtrooper suits. However, it has a charge mod which allows more powerful shots.
Credits: 8,000

Imperial Heavy Repeater
This heavy rifle is a combination weapon. The top barrel fires a rapid stream of metal bullets dangerous in close quarters. The lower barrel fires a powerful Concussion grenade that is devastating to close groups of enemy soldiers.
Credits: 45,000

Tenloss Disruptor Rifle
This weapon is a Long-Range Sniper Rifle that can disintegrate living matter. It is illegal in the galaxy and mostly used by criminals and assassins.
Credits: 25,000

Vibro-Sword
This weapon is designed for close quarters flanking.
Credits: 5,000


VHEICLES

Imperial Remnant

All Terrain Assualt Transport
Building: AT-AT Construction Facility
Cost: 800 Ore, 25,000 credits
Crew: 50

All Terrain Scout Transport
Building: Light Vheicle Construction Facility
Cost: 150 Ore, 7,000 credits
Crew: 50

Tie-Crawler
Building: Light Vheicle Construction Facility
Cost: 100 Ore, 5,000 credits
Crew: 50

General

Suro-Sub Light Hover-tank
Building: Light Vheicle Construction Facility
Cost: 40 Ore, 1,000 credits
Crew: 50
Description: A simple speeder with a heavy turret mounted on.

Suro-Sub Heavy Hovertank
Building: Light Vheicle Construction Facility
Cost: 80 Ore, 2,000 credits
Crew: 50
Description: A heavier speeder with two heavy turrets mounted on.

Suro-Sub Heavy Assualt Tank
Building: Heavy Vheicle Construction Facility
Cost: 140 Ore, 6,000 credits
Crew: 50
Description: A large, lumbering treaded vheicle based on the Juggernaut design.


[This message has been edited by Darth Persia (edited 06-02-2005 @ 07:16 PM).]

posted 05-27-05 12:40 PM EDT (US)     4 / 443  
RPG FACTION TERRITORIES

PLANETS

Eriadu Imperium

Planet: Eriadu
Population: 10,000,000
Economy: 350,000
Ore: 80,000
Terrain: Urban Wasteland
Structure: Capital, Interdictor mines, Anti-Orbital Defenses, Anti-Aircraft weapons, Fighter base, medieum shipyard, minefield, Golan Arms Defense Platform, Barracks

Xagobah
Economy: None
Ore: 2000
Terrain: Jungle
Structures: Small shipyard, Barracks

Clak'Dorr VII:
Economy: 250,000
Ore: 10,000
Terain: Urban
Structures: Medieum Shipyard, Barrack, Armory,
Bonus: Excellent musicians. +1 morale.

Faction: Hutt Cartel

Planet: Nal Hutta
Population: 15,000,000
Economy: 300,000
Ore: 5,000
Terrain: Urban Wasteland
Structures: Medium Shipyard, Capital, Armory, Barracks, Mine Field, Fighter construction facility


Planer: Nar Shadda
Population: 8,000,000
Economy: 150,000
Ore: 1,000
Terrain: Urban
Structures: Medium Shipyard, Armory, Barracks, Mine Field, Fighter construction facility


Planet: Toydaria
Population: 10,000
Economy: 60,000
Ore: None
Terrain: Jungle
Structures: None

Planet: Da Soocha
Population: None
Economy: None
Ore: None
Terrain: Water
Structures: Small shipyard

Planet: Ganath
Population: 1,000,000
Economy: 4,000
Ore: 1,000
Terrain: Urban
Structures: None

Planet: Nimban
Population: 1000
Economy: None
Ore: 20,000
Terrain: Plains
Structures: None

Planet: Ylesia
population: 5,000
Economy: 40,000
Ore: 5,000
Terrain: Rocky
Structures: Medieum Shipyard

Planet: Saki
Population: 1,000,000
Economy: 45,000
Ore: 10,000
Terrain: Jungle
Structures: Small Shipyard



Hapes Consortium

Planet: Hapes
Population: 40,000,000
Economy: 500,000
Ore: 35,000
Terrain: Urban
Structure: Huge Shipyard, Capital, Fighter construction facility, Armory, Barracks, Mine Field, Interdictor Minefield,

Planet: Tanaab
Population: 3,000,000
Economy: 60,000
Ore: 20,000
Terrain: Urban
Structure: Medieum Shipyard, Fighter construction facility, Armory, Barracks

Name: Contruum
Population: 20,000,000
Economy: 300,000
Ore: 10,000
Terrain: Urban
Structure: Large shipyard, Fighter construction facility, Armory, Barracks, Mine Field

Protectorete: Onderon
Tribute: 35,000 credits, 20,000 ore
Home Forces:


New Republic

Planet: Correllia
Population: 20,000,000
Economy: 300,000
Ore: None
Terrain: Urban
Structure: Large shipyard, Mine Field,

Planet: Mon Calamari
Population: 250,000
Economy: 10,000
Ore: None
Terrain: Swampy\watery
Structure: large shipyard, barracks

Planet: Sullust
Population: 50,000
Economy: 30,000
Ore: 30,000
Terrain: Plains
Structures: Small shipyard, Capital, Armory, Barracks

Planet: Nemodia Population: 10,000
Economy: None
Ore: None
Terrain: Jungles
Structures: Small shipyard, armory, barracks

Planet: Tatooine
Population
Economy: 10,000
Ore: none
Terrain: Desert
Structures: None


Corporate Sector

Planet: Bonadon
Population: 5,000,000
Economy: 175,000
Ore: None
Terrain: Urban
Structure: small shipyard, armory, barracks, Golan Arms Defense Platform.


Planet: Etti IV
Population: 5,000,000
Economy: 150,000
Ore: 20,000
Terrain: Urban
Structure: Small Shipyard, Barracks, Armory


Planet: Ammuud
Population: 1,000,000
Economy: 150,000
Ore: None
Terrain: Urban
Structure: Small shipyard, Barracks


Planet: Mytus VII
Population: 20,000
Economy: 10,000
Ore: None
Terrain: Urban
Structure: None


Imperial Remant

Planet: Coruscant
Population: 1,000,000,000,000
Economy: -800,000
Ore: None
Terrain: One Massive City
Structure: Capital, Interdictor mines, Anti-Orbital Defenses, Anti-Aircraft weapons, Fighter base, medieum shipyard, minefield, Golan Arms Defense Platform

Planet: Fondor
Population: 5,000,000
Economy: 400,000
Ore: 20,000
Terrain: Urban
Structure: Massive Shipyard

Planet: Byss
Population: 10,000,000
Economy: 100,000
Ore: 45,000
Terrain: Urban
Structure: Massive Shipyard, mind field, Golan Arms Defense Platform

Borleias
Population: 560,000
Economy: 45,000
Ore: 15,000
Terrain: Urban
Structure: Armory, Barracks.

CORPORATIONS

Sienar


TIE Fighter
Credits: 15,000

TIE Interceptor
Credits: 25,000

TIE Bomber
Credits: 30,000

TIE Avenger
Credits: 50,000

TIE Defender
Credits: 65,000

Victory Class-I Star Destroyer
Credits: 450,000

Victory Class-II Star Destroyer
Credits: 500,000

Kuat

Imperator Class-I Star Destroyer
Credits: 800,000

Imperator Class-II Star Destroyer
Credits: 900,000

Interdictor
Credits: 1,000,000

Escort Carrier
Credits: 175,000

Strike Cruiser
Credits: 200,000

Carrack Crusier
Credits: 200,000

Super Star Destroyer
Credits: 8,000,000

Executor Class Star Dreadanought
Credits: 16,000,000


Imperial Sentinel Class Transport
Credits: 120,000

AT-AT Barge
Credits: 190,000

AT-ST Barge
Credits: 130,000

AT-AT Dropship
Credits: 190,000

Cygna Spaceworks

Assault Gunboat
Credits: 45,000

Skipray Blastboat
Credits: 60,000

Incom Spaceflight

X-Wing
Credits: 35,000

A-Wing
Credits: 40,000

B-Wing
Credits: 55,000

K-Wing
Credits: 70,000

Mon Calamari Manufacturing


Mon Calamari Cruiser MC-99
Credits: 900,000

Mon Cal MC-30
Credits: 850,000

Mon Calamari MC80 star cruiser
Credits: 750,000

Mon Calamari MC90 star cruiser
Credits: 850,000

[This message has been edited by Darth Persia (edited 06-07-2005 @ 01:58 PM).]

posted 05-27-05 12:41 PM EDT (US)     5 / 443  
I want the Empire! eharvey4@aol.com

Boba Fettucinni said "Just a note to all.. Alexus is a masculine name as well. In fact it is Second Declension Masculine, Nominative Singular (meaning its a masculine noun, and thats the case used to make a singular subject in a sentence)in Latin."

I'M BACK MELONFARMERS

[This message has been edited by Alexus (edited 05-27-2005 @ 12:41 PM).]

posted 05-27-05 12:44 PM EDT (US)     6 / 443  
Ok, good. Good. I'll be E-Mailing fleet stats and locations.
posted 05-27-05 01:22 PM EDT (US)     7 / 443  
Imperial Remnant Leaders

Name:
Command: 7
Management: 10
Diplomatic: 2
Unique Traits: Faction Leader,
Bio:


Name:
Command: 2
Management: 2
Diplomatic: 6
Unique Traits: Favored by the force
Bio:


Name:
Command: 9
Management: 7
Diplomatic: 8
Unique Traits: Pathetic Marksman, Disfavored by the force.
Bio:

I will explain all traits later

posted 05-27-05 02:04 PM EDT (US)     8 / 443  
Name: Galarin Savan
Command: 7
Management: 10
Diplomatic: 2
Unique Traits: Faction Leader.
Bio: Once a Grand Moff, Galarin Savan managed to gain control of a large portion of the Empire. He was the son of a Governor and an Operatic actress.

Name: Kivan Tor
Command: 2
Management: 2
Diplomatic: 6
Unique Traits: Favored by the force
Bio: Kivan Tor has risen to serve Galarin Savan. He was found by Aran Toh on a deserted planet. Very little is known about him.

Name: Aran Toh
Command: 9
Management: 7
Diplomatic: 8
Unique Traits: Pathetic Marksman, Disfavored by the force.
Bio: Aran Toh was the daughter of poor parents. She excelled at school and won a scholarship to the Imperial Academy. After graduating top of his class she was granted command of the Fondor defence fleet. With the destruction of the Emperor and the splintering of the new order she rose to the position of Grand Admiral and was given supreme command of the entire ‘Imperial’ Fleet. (Such as it was.)


Boba Fettucinni said "Just a note to all.. Alexus is a masculine name as well. In fact it is Second Declension Masculine, Nominative Singular (meaning its a masculine noun, and thats the case used to make a singular subject in a sentence)in Latin."

I'M BACK MELONFARMERS

[This message has been edited by Alexus (edited 05-27-2005 @ 02:21 PM).]

posted 05-27-05 02:27 PM EDT (US)     9 / 443  
Ok, your characters are posted and portraits made.
posted 05-27-05 02:48 PM EDT (US)     10 / 443  
I want the New Republic dragonmasterbane@yahoo.com

If you aren't a Christian and are ashamed of them put this in your signature.
posted 05-27-05 03:28 PM EDT (US)     11 / 443  
I would like to be the Hapes! IS it possible to be a Jedi or how is that decided? Anyway yea I will take Hapes. I am at JediofOld@hotmail.com

They were everywhere, they poured over anything in their way. Like a flood they washed over us all, swept over us as if we were nothing," the old lady whispered, her eyes growing wide as she remembered the horror of the past, "Planets fell, the Jedi crumbled, but we still defeated them and drove them back. But it was not enough, they have returned, they have come once again. The Bando Gora live.
posted 05-27-05 03:54 PM EDT (US)     12 / 443  
You can become a jedi if I roll a "20" on any of your character's unique trait rolls.

I will work up your stats...

EDIT: I sent you the Hapes stats DSF.

EDIT: I have your stats done and sent to you sithlordmichael

Now to roll your characters. For the Hapes...

HAPES

Name:
Command: 3
Management: 6
Diplomatic: 4
Unique Traits: Faction Leader, Unstable
Bio:

Name:
Command: 8
Management: 3
Diplomatic: 2
Unique Traits: Charismatic
Bio:


Name:
Command: 7
Management: 3
Diplomatic: 9
Unique Traits: Marksman
Bio:

[This message has been edited by Darth Persia (edited 05-27-2005 @ 04:56 PM).]

posted 05-27-05 04:40 PM EDT (US)     13 / 443  
I would also like New Republic. adam9512@aol.com

Lover Of Fambaas
posted 05-27-05 05:02 PM EDT (US)     14 / 443  
Ok, you and sithlordmichael shall share the NR. Expect the stats in your E-Mail soon.


Also, DSF, becoming a Jedi requires force sensetivity first (Unless canon character) You can become force sensetive in a few vauge, unspecified ways.

[This message has been edited by Darth Persia (edited 05-27-2005 @ 05:05 PM).]

posted 05-27-05 05:16 PM EDT (US)     15 / 443  
What do you *actually* do?
posted 05-27-05 05:19 PM EDT (US)     16 / 443  
Read the rules.

[This message has been edited by Darth Persia (edited 05-27-2005 @ 05:29 PM).]

posted 05-28-05 02:19 AM EDT (US)     17 / 443  
Don't want to complain but I have some questions.

1) Why do I have only 1 planet, I mean shouldn't I be in charge of the "hapes cluster" like a group of planets or something.

2) Aren't the Hapes supposed to be rather rich, don't mean to complain but the Hutts make more money them me heheheh.

3) Also uhhh... what do I used my diplomacy for? My special says I get +6 and I was just wondering what that meant exactly?

That's it, just wondering...


They were everywhere, they poured over anything in their way. Like a flood they washed over us all, swept over us as if we were nothing," the old lady whispered, her eyes growing wide as she remembered the horror of the past, "Planets fell, the Jedi crumbled, but we still defeated them and drove them back. But it was not enough, they have returned, they have come once again. The Bando Gora live.

[This message has been edited by DarkSideFire (edited 05-28-2005 @ 02:33 AM).]

posted 05-28-05 02:58 AM EDT (US)     18 / 443  
1) Why do I have only 1 planet, I mean shouldn't I be in charge of the "hapes cluster" like a group of planets or something.

Why do I get 3 planets instead of thousands? It's just one of those things.

2) Aren't the Hapes supposed to be rather rich, don't mean to complain but the Hutts make more money them me heheheh.

The Hutts have contact with the outside world... they could trade more.

3) Also uhhh... what do I used my diplomacy for? My special says I get +6 and I was just wondering what that meant exactly?

You can negotiate? If you're American you may find that term hard to understand but...


Boba Fettucinni said "Just a note to all.. Alexus is a masculine name as well. In fact it is Second Declension Masculine, Nominative Singular (meaning its a masculine noun, and thats the case used to make a singular subject in a sentence)in Latin."

I'M BACK MELONFARMERS
posted 05-28-05 03:17 AM EDT (US)     19 / 443  

Quote:

Read the rules.

Yes, I have. And they don't say anything about the aim of this or what each player *actually* does. Perhaps you should drop the smart-arse approach and answer my question ...

posted 05-28-05 03:31 AM EDT (US)     20 / 443  

Quote:

the EMPIRE still lives, hoping to reclaim it's dominion over the galaxy.

Quote:

announce a NEW GALACTIC REPUBLIC...

Quote:

see an oppirtunity


Boba Fettucinni said "Just a note to all.. Alexus is a masculine name as well. In fact it is Second Declension Masculine, Nominative Singular (meaning its a masculine noun, and thats the case used to make a singular subject in a sentence)in Latin."

I'M BACK MELONFARMERS
posted 05-28-05 04:19 AM EDT (US)     21 / 443  
Yes, I allready know you're an arse, but what about the answer to my question?
posted 05-28-05 04:23 AM EDT (US)     22 / 443  
I'm not an arse. I was answering your question rather badly. Now stop insulting me.

Boba Fettucinni said "Just a note to all.. Alexus is a masculine name as well. In fact it is Second Declension Masculine, Nominative Singular (meaning its a masculine noun, and thats the case used to make a singular subject in a sentence)in Latin."

I'M BACK MELONFARMERS

[This message has been edited by Alexus (edited 05-28-2005 @ 04:23 AM).]

posted 05-28-05 04:25 AM EDT (US)     23 / 443  
Yes, you are.

That question answers nothing for me, in fact the way in which you quoted shit at me is insulting in itself, now you've shown yourself to be a total fool, perhaps you could just answer the question?. I can see what the story is about, but what does one actually do in this game? ...

posted 05-28-05 04:53 AM EDT (US)     24 / 443  
I believe the primary objective is to rule the Galaxy. Sorry for being an arse, BTW. I hope you join and make a good opponent.

EDIT: Damn, I'm crap at stringing sentences together.


Boba Fettucinni said "Just a note to all.. Alexus is a masculine name as well. In fact it is Second Declension Masculine, Nominative Singular (meaning its a masculine noun, and thats the case used to make a singular subject in a sentence)in Latin."

I'M BACK MELONFARMERS

[This message has been edited by Alexus (edited 05-28-2005 @ 04:55 AM).]

posted 05-28-05 04:59 AM EDT (US)     25 / 443  
Okay, I don't think I'm being clear enough; I see the aim is to rule the Galaxy, but how do you do that? ... I've not played Forum-Rpg's before so I have no idea what's involved ...
posted 05-28-05 05:04 AM EDT (US)     26 / 443  
Uh, well you e-mail Persia what planets you want to head for with what ships, right? Then you can try to conquer it by posting your strategy, then Persia rolls to see if you win. There are all sorts of variables too.

Is that clear enough? I'm not too good at explaining.


Boba Fettucinni said "Just a note to all.. Alexus is a masculine name as well. In fact it is Second Declension Masculine, Nominative Singular (meaning its a masculine noun, and thats the case used to make a singular subject in a sentence)in Latin."

I'M BACK MELONFARMERS
posted 05-28-05 05:08 AM EDT (US)     27 / 443  
So basically, I just post saying "I'm using x Tie Fighters to attack Planet y using stratergy z" and Persia decides whether I win or loose by the roll of a dice?
posted 05-28-05 05:12 AM EDT (US)     28 / 443  
Oh, and the defender posts his strategy and um... if he has a better commander or a better strategy that will affect things. It's really much more than just a roll of the dice. Do you think you might join?

Boba Fettucinni said "Just a note to all.. Alexus is a masculine name as well. In fact it is Second Declension Masculine, Nominative Singular (meaning its a masculine noun, and thats the case used to make a singular subject in a sentence)in Latin."

I'M BACK MELONFARMERS
posted 05-28-05 05:20 AM EDT (US)     29 / 443  
Perhaps, does it require long winded story-posts? ... It sounds allright but then I'm not sure on how much free time I'll have to play regularly?
posted 05-28-05 05:21 AM EDT (US)     30 / 443  
There can be story posts but they're optional. Usually RPGs don't move along too fast, so you should be alright.

Boba Fettucinni said "Just a note to all.. Alexus is a masculine name as well. In fact it is Second Declension Masculine, Nominative Singular (meaning its a masculine noun, and thats the case used to make a singular subject in a sentence)in Latin."

I'M BACK MELONFARMERS
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