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The sky was a sullen red-orange. Maybe there was a dust storm, brewing out there somewhere. Lived on Korriban for long enough, and you got accustomed to the world’s many moods. On Korriban, none of them really portended well.

Sajhe remembered a great deal of things. Sometimes, he remembered more than people reckoned he should. Korriban, though. Sajhe never liked to believe anything was rotten to the core. Way he saw it, most people had some slice of goodness in them. The trick was reaching it. You saw enough, you reckoned that maybe some people needed more help reaching it than others.

Korriban had been a Sith world, from the beginning. Maybe there was a time, far back, before the great split in the Bendu, before there were words for those who wanted to go with the flow, and those who wanted mastery, when the galaxy was one, and when there were flowers in the majestic canyons of Korriban. Now though, it’d been years and years and years since the Sith had died in the Battle of Ruusan, and suddenly emerged again to rule in might, only to be lately vanquished, by all reckoning, by Luke Skywalker himself. And still, Korriban was a Sith world, and there were countless nooks and crannies you could go to that just made you shiver with sudden fear, as though someone were walking over your grave.

As a general rule, Sajhe avoided those places. And watched.

And kept the drinks flowing. 

A long time ago, he’d figured he’d be doing something other than keeping a local watering hole open somewhere as small and dusty and forgettable as Dreshdae. But things changed. People changed.

Fancy that.

The door hissed and wheezed as someone tried to palm it open. Probably a faulty motivator. Sajhe’d have to get someone to look at it, maybe work at it himself. Kept the hands busy.

Finally, it slid open with a corrugated screech, slamming back to the far side of the doorway.

Sajhe looked up. The various patrons of The Drunk Side looked up.

A dark figure, hooded, stood in the doorway of the bar. Contemptous eyes, burning fiery gold out of the shadows. Sajhe didn’t like those. Eyes that spoke of mastery, eyes that said they saw you only as tools to be used, and subsequently discarded. Nothing good, nothing ever worth having, came out of mastery, Sajhe thought. The wise knew better than to exert themselves against the world.

But that was the old sorrow, the old split, the schism that had wracked the Bendu, and then played out again and again, echoing over the corridors of time. An old sorrow and Sajhe heard its strains and did not think it could ever be so simply mended. If there was a time for mending, it was beyond prophecy.

The figure strode to the counter. Sajhe said, “Welcome to The Drunk Side! What can I—”

His breath caught in his throat. Red misted the edges of his vision.

“I want information,” the figure said. 

Cold, forceful fingers ripped at his mind, seeking to know about Korriban, seeking to know about the Valley of the Dark Lords.

Better not to know, Sajhe thought. The old sorrow. Beyond mending.

“You think to defy me?”

“Hey, what do you think you are doing—”

Sajhe, against the pressure on his throat, barely managed to croak, “Go!”

Old Barles threw himself backwards, and just in time, as a bar of scarlet plasma hummed to life in the figure’s hand and scythed through the air where he had stood.

“Jedi,” Barles whispered, eyes wide, because even years after the Jedi had fallen, and oh, Sajhe had felt grim determination and resignation on the day he had heard, but also relief, the sense that the worst had happened, and there was nothing more to be done, even years after, beings saw a lightsaber and thought Jedi, even though the colour should have been the first clue, Sith always used synthetic crystals forged from Sith alchemy.

Mastery.

Cold laughter.

“We are beyond the Jedi,” the Sith hissed. “We are Disciples of Ragnos. And we will reclaim the Valley of Dark Lords.”

The bar was frozen. The terror of being confronted by a predator, by a being out of legend. What did you do against a Jedi who exuded such menace? Against, Sajhe thought, one of the Jedi fallen?

But there was grace, too. Moments of grace unasked for, and unearned. The Sith’s comlink chirped, and he keyed it.

Retreat,” crackled a voice. 

“Are you mad?” the Sith demanded.

There are Jedi in this settlement. If you act preemptively, you will provoke them into calling for help. Do you think the two of us can kill our way through everything Luke Skywalker sends our way? Patience.”

With burning eyes, the Sith studied the bar. The red lightsaber came down, slashing through the glowing halves of the counter. The sharp, thunderous scent of ozone. “This isn’t over,” he growled. A promise, not a threat. “We will eliminate the Jedi. And we will have the secret of the Valley out of one of you, one way or another.”

The door stayed open. Forced open, no doubt.

Sajhe sighed. His throat ached. “Does anyone want a drink?” he asked, tentatively.

“The hell was that?” Barles whispered.

“Sith,” said someone else. “Or a Jedi gone bad, it doesn’t matter. Someone’s got to put out the call to the New Republic. If there’s Sith on Dreshdae, we’re all in for it.”

 

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MR61: Shadows and Dust

“We are but shadows and dust.”  — Commentaries on the Life of Ulic Qel-Droma by Sajhe Kel-Arran

A LONG TIME AGO, IN A GALAXY FAR, FAR AWAY...

The wind sweeps across the aging settlement of Dreshdae, stirring dry ochre dust in its wake. 

Some days, the wind rises from the Valley of the Dark Lords, bringing with it quiet susurrus of ancient bones, tombs best left undisturbed. It blows through Dreshdae, causing the rusted wind turbines to creak reluctantly back into life, supplying energy to the humming power generator.

A long time ago, in the days of the Jedi Civil War, more people came to Dreshdae. Centuries later, the settlement is all but condemned: archeologists, historians, spacers bringing supplies, and a few researchers trickle in and out, barely keeping Dreshdae alive.

Centuries later, seekers have come once again to Dreshdae, chasing after the echoes of Sith Lords long faded into the shadows of history.

What will you do? Will you allow the last remnants of the Sith to crumble into the dust? Or will you kindle the flames of a new Sith Empire from the shadows?

 

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General Rules:

Spoiler

1. This game is a standard MR, with 48 hour cycles. PMs are closed. Rollovers will take place at 0100hrs SGT (GMT+8). @Elandera has kindly consented to be my IM :) 

2. Voting is to be done in the thread. There is no minimum vote threshold for execution to take place. Ties will result in RNGesus deciding who gets executed. Please colour-code your execution votes as follows: Wyrmhero [red and bold]. Retract your execution votes as follows: Wyrmhero [green and bold].

3. The Disciples of Ragnos know who each other are, and will have access to a faction doc to coordinate. Every Cycle, one of the two Desann Reborn can submit a kill.

4. Write-ups will be minimally informative. At this point, the only thing the write-up will announce accurately are the roles and alignment of the deceased. (For exceptions, see the Force ability rules.) Otherwise, the write-up should not be regarded as an accurate guide to what actually happened. I intend to take full creative liberties and will not be held responsible for any confusion, false assumptions, or damages resulting from treating the write-up like the Holy Word of Wyrm. There may be lightsaber duels. (I hope there will be lightsaber duels...)

5. There will be an inactivity filter in this game. Players who do not post for two cycles in a row, and do not communicate with the GM or request for a pinch-hitter will be killed by wild tuk'ata.

6. The Order of Actions is as follows:

-Force Lightning
-Force Push
-Jedi Mind Trick/Force Dominate
-Force Sense
-Execution/Force Drain
-Recruitment

All actions on the same tier of the OoA take place simultaneously.

7. Each player can only take one action per cycle.

8. Please @ me for clarificatory questions in thread, and bold them so I will pick them out. For clarificatory questions in PM and doc, please bold them. While I will do my best to get to all questions in a timely manner, my priority will be to address rule clarifications asked in the stipulated manner. (This also guarantees I won’t derp and miss them.)

9. Players may help themselves to the cosmetic roles listed. These are not compulsory, though I will ask you to abide by the requirement if you do select a cosmetic role. You may feel free to create your own cosmetic role as well. I don't have issues with the cosmetic roles doubling, but would like to get a decent spread if possible.

10. If you post prequel memes, you are strong and wise, and I am very proud of you.

 

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Win Conditions:

Spoiler
  • The Settlers are inhabitants of Dreshdae. They win when they can identify and execute both the Desann Reborn in the settlement.
     
  • The Disciples of Ragnos are trying to remove all opposition in Dreshdae so they can conduct operations in the Valley of the Dark Lords. They win when the two Jedi Knights are killed.

 

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Mechanics:

Spoiler

In this game, both the Jedi Knights and the Desann Reborn can challenge another player to a duel once in the game. That is, between the two of them, the Jedi Knights can agree to challenge another player to a duel, or the two Desann Reborn can agree to do so. Once either player uses this mechanic, their faction no longer has access to it. If the player challenged to a duel dies, then this will not count to the once a game limit. No duel will happen then.

To call for a duel, the player must send the order in to the GM. This is a free action. The duel will then begin in the next cycle, with both of the duelists posting in a separate Duel Thread I will open. No other player is allowed to post in the Duel Thread, and neither of them are allowed to vote or be voted on in the standard cycle thread. Duelists are also immune to all actions, including the kill and the exe, and cannot take any actions themselves. (Reasonably, it’ll take an utter madman to want to get in between two beings brawling with lightsabers, much less execute them.)

At the end of the cycle, each player may send me their lightsaber combat style option for each phase of the duel, per RP post made in the Duel Thread, with a maximum of six possible phases. Making an attack RP post (more on this in a bit) that the opponent has not responded to allows them to submit a combat option for the final, seventh phase.

The three combat style options are: Djem So, Makashi, and Soresu. Djem So defeats Makashi, Makashi defeats Soresu (don’t @ me, Obi-Wan fans, you are certainly not Obi-Wan Kenobi :P), and Soresu defeats Djem So. If both players send in the same combat style option for a Phase, then it is a draw, and RNG will decide. 

So for example, if Wyrm sends in Djem So and Kas sends in Soresu for Phase One of the duel, then Kas wins Phase One. The player who wins the most Phases wins the duel and kills the other player. This cannot be prevented.

The table below shows the criteria for players to unlock each combat phase:

REQUIREMENT

EFFECT

One-duel relevant RP post of > 200 words.

+1 duel phase to be sent in via GM PM, with a total of six phases possible.

At least one attack RP post ( > 200 words) without a response.

+1 duel phase (more attack posts without a response do not get you extra credit.)

The guidelines I will be applying are as follows:

  • All duel-relevant RP posts must consist in more than 200 words of RP.

  • For a post to count as an attack RP post, it must, shockingly, depict you attacking your opponent. In other words, it must be clearly signalled as an attack.

  • Try to adopt a ‘yes-and’ attitude and not godmode this: the aim is for you and your opponent to have some fun despite trying your damnedest to murder each other :P For this reason, please do not RP dealing crippling or severe injuries to your opponents, or death. 

  • For a post to count as a response, it must engage minimally with the attack RP post, i.e. acknowledge its existence/interact with it in some way.

 

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Roles:

Spoiler

Settler: You are a regular inhabitant of Dreshdae, eking out an existence on the hostile planet of Korriban. While you may not have any particular powers, the Force may yet guide you.

Jedi Knight: You are a trained Jedi Knight sent to Korriban to investigate cultist activity in the sector. Each Cycle, along with voting, one of you may recruit one person as an Apprentice (via PM to the GM), or you can use one of your three abilities. There are two Jedi Knights, and both Jedi Knights will have a Google doc set up between them in which they can discuss plans.

  • Jedi Mind Trick: Changes the target of another player’s vote. In order for the Jedi to be able to affect their mind with the Force, the player must have voted.

  • Force Push: Changes the target of another player’s actions. This affects any abilities they might be using, such as recruitment, protecting, or the kill.

  • Force Sense: Protects someone of your choice from getting hit by Force Drain for the current cycle.  If the person you protected would have been attacked by the Disciples of Ragnos, that person’s name will be revealed in the write-up. Cannot protect yourself, and cannot be used two cycles in a row.

Apprentice: You have been trained in the ways of the Force by the Jedi and taken your first step into a much larger world. Once you are recruited, you randomly receive one of their Force abilities, and are inducted into the Apprentice Google doc. A player that has been recruited as an Apprentice retains their previous alignment and win conditions. Any player can be taken as an Apprentice and put into the Apprentice doc (except Jedi Knights), but only Settlers and Cultists will actually receive a Force ability. No players begin the game as Apprentices.

Desann Reborn: You are powerful and highly-trained members of the Disciples of Ragnos, sent to Korriban to begin excavations in the Valley of the Dark Lords. You feel that removing the Jedi presence in Dreshdae is necessary to secure the Valley. Each turn, you may use one of your three Force abilities. The Disciples of Ragnos have a Google doc to plot on.

  • Force Lightning: Blocks another player’s abilities and vote for the current day.  If Force Lightning is used to block Force Drain (or any other abilities), it will not be mentioned in the next cycle's write-up. Cannot be used two cycles in a row, and it also blocks recruitment.

  • Force Dominate: Changes the target of another player’s vote. As the Dark Side is the pathway to abilities some might consider unnatural, the Desann Reborn can affect the minds of players who have not voted.

  • Force Drain: Kills a single target each cycle. Only one Reborn can send in a Force Drain order per cycle.

Cultist: While you may be an inhabitant of Dreshdae, you sympathise with the Disciples of Ragnos. You have no role-based abilities at the beginning of the game. However, if you are taken as an Apprentice, you retain your alignment and win condition, and you receive a Force ability and access to the Apprentice doc. You also have access to the Disciples of Ragnos doc. If there is only one Desann Reborn remaining, the team may choose to appoint a Cultist as their successor. This allows the Cultist access to the Force Drain ability.

 

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RP Guide:

Spoiler

I am not going to Force choke any player who uses the new Disney continuity here :P Let’s just get this one off the table. However, it is worth noting that the setting of this game is during the Disciples of Ragnos crisis, set sometime after Episode VI: Return of the Jedi, in 14 ABY (fourteen years after the Battle of Yavin.) In other words, this is set during the content of the Legends game Jedi Knight: Jedi Academy, for those of you who’ve played it.

As a result, I’ve decided to set out some RP guidelines (these are suggestions, not rules!) for players who want to engage more deeply with the setting in RP, and who feel kind of intimidated. If you do end up going with something else, I’ll roll with it, no worries.

  • Fallen Jedi Tavion Axmis (leader of the Disciples of Ragnos) and Jedi Master Kyle Katarn theoretically exist in the background but will functionally never appear. Luke Skywalker’s Jedi Academy has been far more successful than in the Sequel Trilogy, and the New Republic continues to deal with the Imperial Remnant and warlords but has set up a functional government and established control over most systems with exceptions. The Jedi players in this game are of the second or third generation of this recruitment system.

  • Dreshdae is the main settlement on Korriban. Korriban is a deserted arid hellworld, with very little to recommend it other than the fact it has an entire tomb valley known as the Valley of the Dark Lords, was historically associated with the Sith as a Sith world, and has the ruins of a Sith Academy on the surface, near the entrance to the Valley. As a result, Dreshdae is small, attracting the occasional odd sort, researchers, historians, bounty hunters, mercenaries, and travellers. Some of the people living here probably had ancestors who worked the spaceport in the heydays of the Jedi Civil War (this was pre-High Republic, and pre-Old Republic.) If you thought Mos Espa was bad, there’s Dreshdae. Your character probably has some reason for being here instead of somewhere better. Dreshdae is on its last legs. Think of it as Tyrian if Tyrian was a ghost town that was long past its heyday, with a small spaceport attached that mostly sees tumbleweed. The main reason it’s not a hive of scum and villainy is because villains and scum frankly have better planets to be on!

  • The Valley of the Dark Lords is saturated with Dark Side energy, as are many places on Korriban. If your character is at all Force sensitive, expect to feel something there. In general, the Valley is just ominous as all hell, with faces and figures of long-dead (we hope!) ancient Sith Lords carved into the canyon walls and large tombs. But on the other hand, if you’ve lived in Dreshdae for a long time, maybe you’re just used to it. Dead things can’t haunt you, right?

  • Tuk’ata (big spiky poisonous Sith hounds) and shyrack (think angry pterodactyls with sharp teeth) are present and hostile to anyone, even years after the Sith have left Korriban. Dreshdae may face occasional attacks.

 

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Cosmetic Roles:

Spoiler

Archaeologist: Perhaps you’re a common tomb robber, or you are genuinely interested in excavating and understanding Sith material culture from the Jedi Civil War era and earlier. Either way, there are layers and layers of history, captured in the Valley of the Dark Lords, and it fascinates you. Every cycle, you should post at least once, commenting on the state of the tombs in the Valley, or the old Sith Academy.

Antiquarian: Even in a settlement as quiet and dusty as Dreshdae, you are careful to keep your security systems activated when speaking to a potential customer. You buy and sell small artefacts from scavengers and visitors to the Valley of Dark Lords. Every cycle, you should post at least once, making some comment on some Sith artefact or other.

Bounty Hunter: You are a bounty hunter, seeking your prey. You’ve tracked your target all the way to the dusty settlement of Dreshdae, and while you’re certain that the Smuggler is somewhere, hiding, you’ve yet to figure out where. Still, you always fulfill your contracts. Every cycle, you should post at least once, detailing your search for your target.

Droid Technician: Every settlement, no matter how small, needs a droid technician! Your daily repairs keep the multitude of droids and automated systems in Dreshdae functioning. Every cycle, you should post at least once, repairing some droid or electronic system in Dreshdae.

Dude In The Wrong Place: Korriban may be an arid, dry hellworld, but for some reason, you are looking at the skies and predicting strange phenomena like Highstorms! You must be in the wrong place entirely! Every cycle, you should post at least once, warning people about the dangers of Highstorms.

Ecologist: While some of your colleagues study ecosystems on other restored worlds like Telos or Bandomeer, or even the diverse ecosystems of Kashyyyk and Ithor, you have chosen to make a study of the ecosystems of Korriban, and to help Dreshdae fix the ongoing issues with its water supply. Every cycle, you should post at least once, commenting on some aspect of the Korriban ecosystem. Maybe you should help the Farmer out.

Farmer: The arid landscape of Korriban is inhospitable to farming. Wild packs of tuk’ata and the occasional lost flock of shyrack make a farmer’s life dangerous. And yet, you persist, growing mushrooms and small, hardy crops that can survive, even on a world like Korriban. Every cycle, you should post at least once, talking about some farming task or other.

Gizka Exterminator: There is only one solution to a gizka problem, and that is extermination. Even if they are cute and hapless. If there’s a gizka problem, who ya gonna call? Well, apparently, you. You’ve taken up the job of professionally tackling the gizka problem in Dreshdae, nevermind what the Gizka Wrangler says. Every cycle, you should post at least once about your admittedly more ruthless solutions to the gizka problem.

Gizka Wrangler: Who on earth in their right mind would ever send an entire consignment of gizka anywhere? And who would even agree to wrangle that consignment? Unfortunately, the second being is you! The gizka have escaped the cargo hold and are amok in the spaceport of Dreshdae…for now. Your mission is to get all the gizka back, somehow. Because they breed like gizka. Every cycle, you should post at least once about the many, many gizka you are going to have to somehow put back into a crate…

Old Veteran: You’ve fought in the Clone Wars, and all you’ve wanted since then is a quiet place to retire. Your face is known on far too many worlds, and you see it mirrored in the thousands of holos of clones everywhere. While you’ve received the remedy for the fast-aging that all clones suffer, you say little about your days in the Clone Wars. Every cycle, you should post at least once, with a brief reference to Mandalorian culture.

Retired Soldier: After the defeat of the Empire and a few fights with the Imperial Remnant and squabbling warlords, you’ve retired to the dusty world of Korriban where absolutely nothing happens, apart from the occasional incursion by tuk’ata or shyrack. No one really knows on which side you fought on, and maybe it doesn’t really matter. Every cycle, you should post at least once, referencing your time in the wars.

Spaceport Mechanic: Although the spaceport in Dreshdae doesn’t see much use, there are regular visits from cargo freighters, and the occasional tourist ship. Your job is to keep everything in the spaceport running smoothly—or as smoothly as anything can run on the dust-choked planet of Korriban! Every cycle, you should post at least once, working on some aspect of spaceport maintenance.

Starfighter Pilot: You are a pilot from Saber Squadron, an X-wing squadron assigned to the Mon Cal cruiser, the Valiant. For whatever reason, you’re currently on shore leave on Korriban, rather than have the fleet commute your hard-earned leave! Every cycle, you should post at least one, grumbling that Dreshdae wasn’t where you wanted to take shore leave.

Smuggler: Dreshdae wasn’t where you wanted to be, but between running into New Republic patrols and having a price on your head in some sectors, at least it’s a place to avoid unwanted attention. Plus, you play a mean hand of sabaac. Every cycle, you should post at least once, looking for some business opportunities that aren’t strictly-speaking legal. Beware the Bounty Hunter!

Swoop Ganger: Even a small settlement like Dreshdae has its misfits and gangs. And you’re pretty sure you’re one of the toughest of them all. You’ve bullseyed tuk’ata from your landspeeder and taken your swoop bike on that death-defying leap over Devil’s Canyon. Far as you’re concerned, you and your mates aren’t going to be pushed around by anyone in Dreshdae! Every cycle, you should post at least once, pushing someone else around, or performing some sort of stunt on your swoop bike.

Unlucky Spacer: Maybe you lost bad at sabaac. Maybe your freighter was taken over by Togorian pirates. One way or another, you’re stranded on Dreshdae and looking for work, trying to salvage your luck. Every cycle, you should post at least once, playing sabaac, or working odd jobs for some credits.

 

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Quick Links:

 

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Sign-ups are open now and will close on Sunday, 27th November 2022, at 0100hrs SGT (GMT +8). Rollovers will take place at the same time. The IM for the game is @Elandera.

This game is a re-run of MR2, with lightsabers. Note that I would like at least fifteen players to feel comfortable with the existing ruleset. If this minimum cannot be reached, I will either extend sign-ups or remove the vote manip powers. We'll make that Death Star run when we get to it.

Please also be reminded to desist from posting in the thread until I can reserve the next post. I will always do so in order to collect both the current player list and the most recent set of rule clarifications for easy access.

Edited by Devotary of Spontaneity
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Rule Clarifications:

Spoiler
  • Multiple vote manips and multiple redirects on the same target both have the same net effect: they cancel out.
  • Anything redirected to an illegal target (the obvious case has to do with protects) will fail. 
  • Roleblocked players will be informed they were roleblocked.
  • Redirected players will be informed they were redirected, e.g. "You successfully protected Gamma!" when Kas had sent in orders to protect Wyrm.
  • In the case of multiple unanswered redirects, e.g. Kas redirects Wyrm who was redirecting Ren who was redirecting Gamma, I will RNG for their order, and then apply them in the following order.
  • If you are redirected to yourself, and you are using a redirect, you will be told your action failed.

Player List:

Spoiler

1. @JNV - Jev, a low end smuggler with multiple secret identities
2. @Ashbringer - Kalabel, a young droid technician who found an absolutely innocent red triangle thingy
3. @The Unknown Novel - Krisbaan, a bounty hunter with a capital P Past
4. @Matrim's Dice - Smarts the droid technician, who is protecting you from his real name
5. @Devotary of Spontaneity - Tania! the Terentatek, awoken from dormancy and ready to feast on Force-sensitives
6. @xinoehp512 - Nodice the unlucky spacer, who absolutely never cheats and has no gambling problem, you are the problem

7. @DrakeMarshall - Dr. Dacken Humtumb, the gizka preservationist
8. @Haelbarde - HK-47, your friendly neighbourhood non-organic gizka exterminator
9. @The Wandering Wizard - Lib Wubum, Gungan bounty hunter, trailing Jede Ratrit
10. @The Bookwyrm - Myhar Impay, ecologist who would like to leave to study a more exotic planet, but feels indebted
11. @Fifth Scholar - 
Martano Hamartano, an aspiring marksman and swoop ganger
12. @Ventyl - Ibonek Naw-ibo, a dude in the wrong place, who totally does not have a Shardblade
13. @Shining Silhouette
14. @Szeth_Pancakes
15. @Madagascar - Moff, deadbeat Jedi dropout
16. @Channelknight Fadran - 
K.D. Tantyck, defected Imperial officer
17. @ookla the POKE VOTE - Turtle the spaceport mechanic
18. @Alvron - Nees Bac, Jawa scavenger stranded on Korriban by Imperial forces

Spectator List:

Spoiler

deader than a triton moon

 

Edited by Kasimir
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Hi Ill play as Jev a low end smuggler trying to get their name out there while dodging this bounty hunter they cant seem to shake no matter how many secret identities they use hey everyone else this is an invitation to have cool interaction someone be my bounty hunter please thanks

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5 minutes ago, Ashbringer said:

I'm in. To Faleast or not to Faleast...

 

Signing up as Kalabel, a young Droid Technician who shows little interest in the Jedi or Sith's plans. She'd rather tinker with her droids and this weird red triangle thingy she found. 

But she's secretly Faleast, is that what you're telling me :P 

6 minutes ago, Ashbringer said:

and this weird red triangle thingy she found. 

Spoiler

 

 

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Ash stole Droid Technician, but I’m going to use it anyway :P. Smarts the droid technician is in, and yes, that’s a fake name. You don’t want to know his real name.

I’ll try my best to make sense of these rules at another date, but looks fun!

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6 minutes ago, Matrim's Dice said:

Ash stole Droid Technician, but I’m going to use it anyway :P. Smarts the droid technician is in, and yes, that’s a fake name. You don’t want to know his real name.

I’ll try my best to make sense of these rules at another date, but looks fun!

At least you're not Dooku this time! :P

Spoiler

flying-is-for-droids-obi-wan.gif

Edited to add:

I never thought I'd have to ask a player this, but just to confirm:

Just now, Devotary of Spontaneity said:

Signing up as Tania! the Terentatek, awoken from millennia of dormancy with the resurgence of the dark side and excited to feast on tasty, tasty Force-sensitive flesh.

Can I confirm the ! is meant to be in there everytime I refer to Tania!? :P 

Edited by Kasimir
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Greeting: Hello fellow citzens. Allow me to introduce myself.

Statement: I am referred to as HK-47, a fully functional protocol and translation droid.

Smug Statement: I am the world's leading exterminator of... gzzt Gizka.

Query: Will you advise when you come across one of those useless meatbags?

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9 hours ago, Turtle said:

(i have no idea what the sequel lore even is so if you rp with that i’m gonna be basing stuff off of wookiepedia and wookiepedia only)

Yeah my policy for the game is that's no big deal. This period/setting is basically stripped from an amalgamation of KOTOR/KOTOR II (which Hael and Drake are referencing), Jedi Quest (which probably no one here reads :P ) and a side-story from the main quest of JK:JA where you raid the Valley of the Dark Lords with the other Jedi. It does immediately violate sequel lore since the Jedi Academy wasn't that successful and 14 ABY wasn't that clean, but hey, I liked JK:JA, it was a fun game, and MR2 rerun with lightsabers, c'mon :P 

I'm probably dropping lore easter eggs here and there for fans who are into deep cuts but other than that, my plan as far as I can get away with it is to go in the opposite direction of my GMing for the last couple games and make the events as player-directed as possible, or to use established player characters more - eh, you'll see.

Part of this is some theories I have about player engagement and RP I'm testing out. Also part is I think the convo we had in LG90 about the RP being part of SE's DNA even if it's less emphasised recently. LG85 was exceptionally alienating for most players RP-wise so I am trying to go in the opposite direction here and see if I can help make things better/easier to work with.

Edited to add: I will say that if you, IDK, end up in a duel between HK-47 and Tania!, I'm okay with reskinning the dueling mechanic on the fly to make more sense as a gunshots at dawn kind of thing. But again - let's see what the distro gods bring, and make that Death Star run when we get to it.

Edited by Kasimir
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18 minutes ago, The Bookwyrm said:

I'll join as Myhar Impay, an Ecologist who would like to leave to study a more exotic planet, but feels indebted to the people living there.

(I have little to no experience with the canon of this era or area, so forgive me if I get stuff wrong.)

Seriously, I promise you you can RP a guy who swings around a giant Shardblade and summons random terentatek-eating chasmfiends when he burps and it will be okay :P

This setting material I'm throwing out is a starting point, especially for those who know those stuff. I will absolutely go with what you guys give me, that's the point of how I'm aiming to set up the GMing this time around. I do ask y'all not murder Sajhe or something as I have something in mind for him, but other than that I'm fine.

My canon/non-canon warnings are really more because I've been on a couple of sites where fans of different eras and continuities can't get along, so truth to be told, I wanted to nip that in the bud here :P

Case in point: 

I currently have players signing up as, and yes I'm calling people out here :eyes:

-A Gungan bounty hunter
-A hunter-killer droid 
-A terentatek! A freakin' terentatek! This thing right here!

Spoiler

b9f41f435f675d3c812493f23b33adf4--star-w

I am going to have to figure out how a terentatek gets exed, how a blaster-wielding droid can use the Force, or how a Gungan bounty hunter is really a Jedi in disguise (ok I'll be fair, this one is not as hard.) Or what happens if a Jedi or a Reborn decides to duel a normal Settler/Cultist >>

And this is fine. I have plans for each of those contingencies (I do have an inner Steris, I'll admit, though Wyrm accuses me of being spiritually Marasi :P ) - I'm your GM, it's my job to make it work. It does help if y'all help me by not picking really, really hard things, but Danex signed up as a horse before, it was fine, we've had players get exed by a horse before, also fine.

If anyone gives you hell about picking non-canon things, @ my IM. @Elandera is good people and it will be Okay.

Just have fun >>

Edited by Kasimir
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2 hours ago, Matrim's Dice said:

Good to hear, as I also am just the casual Disney canon fan :P 

You did not make your character Dooku and force me to figure out how the hell Dooku is still alive. (Cloning, but Aliens meme.) I am already sufficiently grateful :P 

Edited: More seriously, I think knowing Disney canon helps because the basics are the same. Lightsabers go brrr, Force goes whoosh, red = bad, good = many pretty colours, also droids and credits and stuff, what'd I miss. Disney doesn't talk about Korriban much but deserted Tyrian falling apart on Evil dust canyon world more or less works, and apparently it's infested by alien frog things thanks to Drake. That's about it, nothing too wildly off :P 

Edited to add 2:

Hmm actually sabaac cards on the table. I hinted at this when responding to Turtle, but my view is that RP has gotten quite a bit sidelined in SE this year, and part of my focus in setting up this game was to sort of go back to something a bit closer to MR43 and to see if I could frame a game in a way that encourages players to RP.

I'm mindful of Araris's feedback about LG85, which was that he often felt like he didn't know the world enough to be able to RP in it, so I picked a fairly basic setting and figured I'd throw out some setting notes as crutches for players who felt they didn't know enough to RP. I also set up cosmetic roles again, because I feel players seem to have responded better to those than not. Maybe because those are chosen? Not sure, we'll see as the game goes forward.

I'm ok if SE really decides RP gets more sidelined as we go along. Maybe that's how it'll turn out - I'm probably part of the problem as well. I've definitely had games where I just am not in RP mode. But I'm not so sure this isn't also a GMing problem. So this MR is an experiment in two ways: I'm trying to fix the terribly broken MR2, which was so broken the Village won after a bloodless sweep. I'm also trying to see if a GM can do things to create an environment that encourages RP more, e.g. cosmetic roles with pencilled in interactions, a stronger-flavoured setting, a mechanic that explicitly involves RP, and a plot/write-ups that centre around player characters and in which the GM PC takes a very backstage role (at least, if it goes as planned) as the guy who sells drinks at the bar and who might have just fought in a couple of wars himself. 

Maybe it'll work. Maybe it won't but hey, that's why it's an experiment :P 

I'd say use the canon you know as a crutch. Ultimately the result will be a mix of Disney and Legends canon but frankly, in SE games, it's a mix of Sanderson canon and player canon anyway and no one's complaining.

Edited by Kasimir
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4 hours ago, Kasimir said:

This setting material I'm throwing out is a starting point, especially for those who know those stuff. I will absolutely go with what you guys give me, that's the point of how I'm aiming to set up the GMing this time around. I do ask y'all not murder Sajhe or something as I have something in mind for him, but other than that I'm fine.

 

Can murder the people in the bar. Got it. :ph34r:

Edited by The Wandering Wizard
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