Dawn of Defiance

Game Masters

Game Information
  • Created Feb 13 '12
  • Last Post Nov 12 '12 at 6:54pm
  • Status Aborted
  • System Star Wars

Game Description

Episode I

It is a dark time in the galaxy. The evil Galactic Empire has spread
from the Deep Core to the Outer Rim, and everywhere
the Empireís tyranny can be felt.

Fleeing from the oppression of the Emperorís minions, agents of
Senator Bail Organa have run to a remote space station above
Brentaal. Known to be a vocal opponent of the Empire,
Organa may be the last hope of freedom in the galaxy.
In the hopes of stopping these dissidents before they can
reach the Senator, the Empire has alerted its forces on
Sel Zonn Station, where the struggle for liberty rages on,
and the first sparks of rebellion have begun to burn. . . .


This is a Star Wars game that was originally created for the Star Wars Saga D20. The book we will be using to supplement this adventure is the Star Wars Roleplaying Game Core Rulebook (not Saga) found here.

If you don't have this book, don't fret. I'll roll you up a character based on your preference of species and class. I'll give you as many options to customize your character as I can manage, but there's a certain amount of curiousness to not being able to control all aspects about your character.

For those of you who already have the book, feel free to roll up a level 1 character based on the following rules:
1. You may not be a droid.
2. You may choose to roll your ability stats (6m4d6r1v1) or you may choose an array from the following:
18 14 11 10 10 8
18 13 13 10 10 8
18 13 11 10 10 10

17 16 11 10 10 8
17 15 13 10 10 8
17 14 12 11 10 10

16 16 13 11 10 8
16 15 14 11 10 8
16 14 13 12 11 10

And starting credits will be either rolled, or you may take half the max die roll value (i.e. if you roll a d8 for credits, you may roll it or take a 4 and add/multiply appropriately).

3. You must own (or have legal access to) the Star Wars Roleplaying Game Core Rulebook and be heavily experienced with the Star Wars Roleplaying Game or similar gaming versions in order to play a force-intensive class (force adept, jedi consular, and jedi guardian).
4. We will only be using the Core Rulebook. Anything additional will come from me directly. You may not use any rulebook other than the Core Rulebook.
5. Don't troll.

Applications must include a 2 paragraph backstory and must end up with you on a shuttle heading to the Sel Zonn station. The Sel Zonn station is at the center of two major space routes in the universe, so there's plenty of traffic and plenty of reasons to be going there or passing through.

I will be accepting the 4 best applications despite their class and species. I'm looking for quality roleplay. This game will span approximately 6 encounters and those 6 will determine if the game will continue. You must be available to post at least once a week before Sunday night.

For those of you without the rulebook, you may choose from the following species: Human, Rodian, Twi'lek, and Wookiee
And you may choose from the following Classes:

Fringers come from worlds that lie outside the "civilized" regions of space, from the fringe of galactic society. They use their dexterity, wisdom, and strength to survive whatever the galaxy throws at them. Fringers hail from Outer Rim worlds such as Tatooine and Dantooine. Some were born and grew up in such places; others decided to live there by choice or through necessity. A fringer isn't unfamiliar with technology, but he or she certainly doesn't have access to the conveniences available on Core worlds such as Coruscant and Corellia. The fringer is hardy, robust, independent, and an expert at survival due to learning the lessons of the Outer Rim Territories and other "frontier" regions.
Scoundrels are rogues - good, bad, and neutral - who either live outside the law or fight against it in order to get the upper hand. They can come from any world or region of the galaxy. Most use their intelligence and dexterity to accomplish tasks, and many rely on chrisma as a fallback option. The scoundrel gets by with bravado, cunning, duplicity, and trickery. They live by their wits, lying, cheating, stealing, and even fighting when the need arises.
Scouts are natural explorers and adventurers, full of curiosity and trained to handle the out-of-the-way locations where they often operate. Scouts tend to be independent, signing on when the credits are good and their skills are best utilized and tested. Scouts understand the lay of the land and the orbit of the stars. They know how to recognize danger and locate the basic necessities for survival. Unlike the fringer, who is born to the frontier and often wants to escape from it, the scout consciously ebraces the wild regions and understands the skills he or she possesses instead of coming to them by innate ability and happenstance. The scout seeks knowledge, tries to solve mysteries, and wants to be the first to see something new and different. The scout learns to find a path through the wild regions, often becomes a decent pilot, and usually learns how to protect himself from whatever hides over the next hill or beyond the most distant nebula.
Scout, and
Soldiers combine discipline with martial skills to become the best pure warriors in the calaxy. Soldiers can be stalwart defenders of those in need, cruel marauders, or brave adventurers. They can be hired guns, noble champions, or cold-hearted killers. They fight for glory, for honor, to right wrongs, to gain power, to acquire wealth, or simply for the thrill of battle.

This leaves out a few of the premium features of having the book, but still gives you a good mix. It also leaves out a lot of stuff that requires heavy explaining so my fingers don't have to type as much. :)

Today is 2/13/12 and I will be accepting applications until 3/1/12 at 12:00 pm CST. Good luck, and may the imagination juices be with you.

Applications should be in the following format.


Backstory here.

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