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Star Wars

Remote Rebellion

GM DarkisNotEvil · 8 players

An Outer Rim planet rebels against the increasing overreach of the Empire. A variety of origins and people rise up against the Imperial extraction of their planet's natural resources, disparate causes willing to fight against the Empire as a united front. For the moment, however, they must stand alone together.

REMOTE REBELLION

A STAR WARS Story

Fear and hate sweep the stars. The GALACTIC EMPIRE has emerged as a new, awful power in the wake of a war which destroyed the peace and prosperity of the former Republic.

After scattering the peaceful Mon Cali people, the Empire turns its cruel gaze on the planet of Omalo. A sudden show of ruthless terror has forced compliance onto the miners there.

But even as Imperial Stormtroopers stalk the streets, rebellion forments in secret! It is one of many in the coming decades...


Despite having a token representative in the Galactic Senate, the mining Outer Rim world of Omalo was functionally self-governing, and initially took little stock in the Clone Wars. The conflict drove the value of durasteel up, which was good news for them- the Core Worlds didn't care for them, so they saw no need to care themselves. They played the Republic and Trade Federation off each other, believing their planet was too far out of the way to be worth fighting over and neither side would risk losing a major source of resource production. Who ruled the galaxy was none of Omalo's concern, so long as they got a fair price for their goods. This would prove to be a major mistake.

The fall of the Republic and dissolution of the Trade Federation caused a major shift in dynamics. After the Empire crushed a rebellion on Mon Cala, Omalo quietly accepted refugees, but they didn't heed the warnings- so used to being neutral, they chose to rely on obscurity rather than security. That obscurity suddenly vanished when an Imperial flag officer reviewing the invasion of Mon Cala began filtering through nearby Outer Rim systems. He realized quickly that Omalo's defenses were completely insufficient to oppose an Imperial occupation. Why pay for a resource, he reasoned, if it could simply be taken at a lower expense?

The Imperial Army soon arrived on the stormy planet, headed by a newly appointed Governor, Paila Minne, to replace Omalo's "traitorous" Senator- who happened to be Mon Cali. No referendum or vote was given to the population- she simply took charge. Governor Minne made claims to the planet's resources by way of expedience and the greater needs of the Empire. Tarkin's statement against "rampant self-interest" was used as a bludgeon towards those that opposed this, portraying Omalo's intent to direct their own affairs as selfish and greedy.

Paila's propaganda and rhetoric didn't take effect- at first. Most residents ignored her claims, hid resources, and forged documents, leaning harder on smugglers. After all, why should they let the Empire walk all over them, if Palia's goons weren't going to listen either way? Forced rationing was ignored through hidden stockpiles. Luxury goods were brought in anyway. Imperial soldiers, less loyal than Stormtroopers, were paid to look the other way. Threats, sound bites and sanctions did nothing. Omalo practically mocked the Empire, confident this would pass- the occupants would get exhausted and bored. A second, more fatal error.

This time, a Star Destroyer appeared in the system: The heel of the Empire had come to crush them. Stormtroopers were deployed to take control. They came without warning, commandeering spaceports using embedded infiltrators and grounding all flights on or off the planet. Those who attempted to flee were blown into dust by TIE Fighters or the main guns of the Destroyer. With no means for the locals to escape, Stormtroopers went about their terrible work.

Sweeping through the underground halls like a raging flood, the faceless vangard seized vital infrastructure, publicly burned contraband, and killed anyone who resisted without so much as verbal warning. The echoing stomp of boots and the ringing howl of blaster bolts terrified the majority of the confused population into compliance.

For a whole solar year, an entire legion of Stormtroopers roamed the halls of every major spaceport, market, and production hub, taking whatever they wanted without compensation and imposing bizarre, nonsensical rules on those they came across, for no other reason than to make it clear that resistance was futile. They kidnapped, tormented, and brainwashed locals, releasing them only after forcing them to verbally agree to COMPNOR's ideology on a recording that was played to the public. Those who refused to comply simply disappeared.

After that period passed, the troopers partially withdrew, leaving a single regiment on the planet. They began releasing some of their pressure, attempting to pretend that they had the best interests of Omalo at heart. Any contradictory evidence was ignored or destroyed. This lie, that the previous terror had never occurred at all, was at last too much to bear. A group of three hundred or so citizens met in one of the few remaining holdouts that hadn't been raided, speaking in the dark about what it would take to push the Empire's boot off of their collective throats. It had to be rebellion.


  1. What game system?
    • West End Games Star Wars D6, Second Edition Revised and Updated.
  2. What is the setting for the game?
    • 14 BBY (Announcement of Tarkin Doctrine), Pre-Battle of Yavin Outer Rim
    • Omalo

      Omalo is a mining operation and has been for over two thousand years. This normally inhospitable world in the Outer Rim was colonized through dedication and extreme risk, both financial and physical. Huge underground tunnels and mining operations were undertaken to both extract valuable minerals and also re-enforce underground living spaces against the constant raging storms on the surface, not to mention the tunnel collapses that could occur due to tectonic behavior or the act of mining itself.

      Water had to be purified. Food was scarce. Temperatures fluctuated between suffocatingly hot and fatally cold. Most miners were desperate for company and comforts- both provided at an expense. Unsavory, often criminal or even evil behavior was the initial norm, barely kept in line by work hours and poorly enforced company policy. Slowly but surely, however, the cutthroat outpost became a resolute foothold into the rich mineral deposits below. Finding themselves alone in the galaxy and faced with desperate conditions all were forced to share, the laborers, technicians, and direct managers eventually came together as a united front.

      Thirty-eight years in, a major collapse caused a ceiling to cave in over an empty square. Shockingly, no one was harmed, and while there was a sudden rush of hot air from the open atmosphere, for once there was no storm to pour in through the new roof. Forge, the red dwarf star that some of the miners had never seen, shone like a torch through a momentary clear sky. This beautiful, dramatic image was recreated constantly throughout Omalo's history, and its initial record is marked by many historians as the moment Omalo's people crystallized into a true culture.

      While Director Lon Jesker took disproportionate credit for the huge monetary gamble he took on initially funding the effort, he was predominently an absent manager and died at the age of eighty in a luxury resort on the opposite side of the Galaxy. After a brutal scramble for power left several of them dead, the Mining Interests Board finally agreed on how to split their new windfall- only to realize the many miners, workers, and engineers that helped make the colony liveable were perfectly happy mining on their own.

      In the half-century process of setting up the superstructures of the planet's livable areas, the residential workers and engineers had made contacts and acquired assets of their own, including makeshift spaceports and smuggler connections. Some of the more control-hungry board members tried to re-establish authority to no avail, but the majority accepted the writing on the wall and set up shop as vendors helping connect Omalo to the greater Galaxy.

      Capsule Summary

      •  Sector: Dominus (Part of "the Slice", proximate to Mon Cala)
      • System: "Jesker" (Named by the late*Died of natural causes, surprisingly Director Lon Jesker of Jesker Mining Interests, former corporate 'owner')
      • Star: "Forge" (Red Dwarf)
      • Type: Terrestrial (Limited silicate crust, predominant metal core)
      • Temperature: Searing to Frigid (Tidally locked, so based on location)
      • Atmosphere: Type II (breath mask/environmental suit suggested)
      • Hydrosphere: Saturated (Constant storms/incredibly humid above ground)
      • Gravity: Standard (leaning Heavy)*Based on calculations made by fans (https://www.theforce.net/swtc/units.html#planets), the standard gravity of Coruscant is something to the effect of 1.42g. Omalo is based on a larger, more habitable Mercury, and I have calculated (don't ask) 1.575g as its gravity, about 1.125 times Coruscant's surface g-force and thus something that is survivable in the long term but a burden over time. Ordinary humans probably wouldn't be able to colonize this planet safely, but I'm assuming Coruscant is cushy in comparison.
      • Terrain: Ocean, Cave (Urban/Climate Controlled), Tundra
      • Length of Day: N/A (Tidally locked)
      • Length of Year: 92.4 'days'*Every even year has an additional day added, except for decade years, which have 92 days as usual. to a solar year (approximately 1/4 of 'standard' 365.25 day year)
      • Sapient Species: Humans, Mon Calamari, Twi'Lek, Quarren, Ithorians, others
      • Starport: Standard (Under Imperial control), Limited Service (Other)
      • Population: 32 million*About ten times the population of Wales, based on Wales as a historical mining hub.
        Keep in mind that Tatooine is estimated in the 2E guide to have an estimated population of 80k people(?!?), and the official number hangs around 200k.
        Also keep in mind that Coruscant is home to 'trillions' (WITH A T).
      • Planet Function: Mining (of ores making up durasteel, including iron and zersium).
      • Government: Currently Imperial bureaucracy, previously Mining, Engineering and Refining Guilds, historically Corporate
      • Tech Level: Space
      • Major Exports: Durasteel, Specialized alloys, Low technology
      • Major Imports: Foodstuffs, high technology, luxury goods, medicinal goods
  3. How many players are you looking for?
    • Six through eight.
  4. Are there any other mediums required for play?
    • No, but I will consider opening a Discord server for "non-canon/bottle episode" scenarios that can help flesh out characters but should not affect the central plot.
  5. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    • Your character will be at the Rebel meeting to begin with, which is how they all meet.
    • In addition to a playable character sheet, your character needs at minimum:
      • A short physical description of how the character would appear to an outside viewer- apparent species, voice, et cetera.
      • An in-character interview that answers the following questions as your character would answer them (that means you can lie):
        1. How did you get to Omalo?
        2. How did you find out about the rebel meeting?
        3. Why do you want to join the uprising?
        4. Why should we trust you?
        5. Can anyone else account for you?
        6. What can you do for the rebellion?
        7. Is there anything you won't do?
    • Anything else you want to add is extra.
    • Anything you want to make secret, bring to me: If you appear to be a Human but are actually a Zabrak, for instance.
  6. Are there any particular character classes, professions, orders, etc. that you want... or do not want?
    1. Rebels originating from the planet are the top priority for characters.
      • The planet itself has no 'native species' and was originally unoccupied, but it has been settled for generations.
    2. Former Imperials may face uphill battles on all sides- Imperials consider them traitors, while Rebels see them as suspect.
    3. You need my explicit approval to be a fully-trained Jedi that survived Order 66.
    4. I will not be accepting Sith, Sith-likes, or any character whose backstory or attitude can be summarized as: "I found a way to use the Dark Side without being corrupted by it!"
  7. What about homebrewed templates?
    • I'll consider homebrew templates on a case by case basis.
  8. What species are allowed for your game?
    • If you want a specific species, see if a template fits before consulting me.
    • Droid player characters are allowed: HOWEVER...
      1. Droids cannot be Force-Sensitive, due to apparent canonical limitations.
        • Droids can still gain and use Force Points as a non-Force Sensitive would- How else could RD-D2 survive?
        • Accordingly, they can be tempted by or call upon the Dark Side, and they still gain Dark Side Points through evil.
      2. Droids are subject to equipment restrictions, and advancing Attributes or Skills may be restricted.
      3. Droids are generally treated as objects, rather than people- especially by Imperials or veterans of the Clone Wars.
  9. By what method should players generate their characters?
    1. Select one of the Templates I provide, or negotiate with me for another.
    2. Add up to 7D in Skills, but no more than +2D to any one skill.
      • If you do not have a particular Force Skill (Control, Sense, or Alter), you cannot add to those skills.
  10. What about morally dubious characters?
    1. Morally ambiguous characters are the norm, and some templates even have Dark Side Points (DSPs) to begin with.
    2. As per the rules, I will tell you if you're about to take an action that earns you Dark Side Points- allowing you to reconsider.
  11. What is the characters' starting status (i.e. experience level)?
    • While the majority of them have some combat ability, very few are career combatants- all characters have room to grow.
  12. How much gold or other starting funds will the characters begin with?
    • The rebel unit will see to your equipment- ask me for what you want and I'll tell you what you get, in addition to your Template.
  13. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    • This is intended to be an uphill struggle against a ruthless, authoritarian Empire with more resources than you.
      • Fighting will be vital, but it won't be the last word all the time- there are always more Stormtroopers.
      • Puzzle solving and roleplay will be important for the rebellion's long-term sustainability.
  14. Are your players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    • The West End Games D6 system, which we will be using, has been revised a number of times and has a variety of sources.
      1. I personally own the Second Edition: Revised and Expanded, as well as...
      2. The Movie Trilogy Sourcebook, covering New Hope to Return of the Jedi.
      3. Additionally, a fan-edition exists, called REUP.
    • I will do my best to honor the sources listed above.
    • My memory isn't the best: If I don't immediately recognize something, I'll ask you to identify where you got it.
  15. I have a couple of ideas for characters...
    • I will allow players to submit mutliple characters due to possible lethality: HOWEVER...
      1. I will approve or disapprove of each character separately.
      2. They will only be able to play one at a time.
      3. They won't be able to swap off between characters at will, only when allowed (to prevent both confusion and metagaming).
  16. How are dice rolls handled?
    • Players taking action should roll the dice they think are appropriate, and I'll try and honor the results as closely as possible.
      • If I did not call for a die roll, I may overturn a result if I think the roll was trivial or inappropriate.
    • If I did call for a roll and all modifiers involved are valid, I'll honor the roll even if it's inconvenient for me as a DM.
      • If the situation is really untenable (canon-essential character is somehow killed or a major allied location is vaporized, for instance), I may compensate or inconvenience the player/party to retain continuity while writing a scene in such a way that respects their accomplishment or appropriately reflects their failure.
    • I may make rolls in secret to hide the fact that action is being taken by adversaries, but will honor them as best as possible.
  17. Any important 'homebrew' rules?
    1. If I think the Multiple ActionsWhen you intend to take more than one action in a round, you can take a compiling -#D penalty to ALL rolls, where # is every additional action you take in the round. rule is being abused or causes PbP-related issues, I'm going to require that a Force Point be used for no other benefit than to take a single immediate extra action at no penalty.
    2. Attribute Die Ranges and rules about Minimum and Maximum Attributes will be treated as guidelines.
      • If you want your character to have exceptional (>4D) Attributes, we'll get there when we get there.
    3. Rules in REUP, such as Advantages/Disadvantages listed in Character Creation must go through me.
      • If there's a rules conflict, I will make the final decision as to what is legal or allowed.
        • I may negotiate on it, but if I put my foot down, I expect you to honor it.
    4. I am replacing Lure of the Dark Side and the Dark Side Points 1D
    5. The Dark Side is Selfish

      Instead of adding 1D to Force Skills for every Dark Side Point, the Dark Side only grants a Force User 1 pip for every Dark Side Point (so +1D for three DSPs).

      A Force-Sensitive Calling on the Dark Side benefits from their Dark Side points this way too.

    6. The Dark Side is Patient

      These are dark times, where people are pushed toward hatred, selfishness, and survival: Whenever you gain a Dark Side point, I will throw 3D instead of 1D for the sake of checking whether your character falls to the Dark Side.

      This means that at least 4 DSP are needed to fall to the Dark Side- the Dark Side is sure that you will not turn away in time, and once it has you, it is certain it can keep you.

    7. The default rules don't fully utilize Advanced (A) Skills: I'm adding more Advanced Skills, two examples of which follow.
      • (A) Close-Quarters Combat (Str)

        Prereq 5D Brawling (5D Specialization: Martial Arts qualifies) OR 5D Brawling Parry OR 6D Melee Parry.

        • When you use Close-Quarters Combat against a target that does not possess the skill, you double your skill dice up to +4D.
        • When you use Close-Quarters Combat instead of Brawling, the +10 difficulty increase for grappling halves to +5.
        • When you make a Called Shot (like Disarming) with Close-Quarters Combat, your penalties change to -1/-2D/-4D.
      • (A) Slicing (Tec)

        Prereq Communications 5D OR Computer Programming 5D OR Forgery 6D.

        • You may use Slicing in place of skills such as Communications, Computer Programming or Forgery for the purposes of gaining or maintaining unauthorized access to electronic information or systems.
          • All unopposed rolls of that kind are two difficulty levels lower (~DN-11) than they would normally be.
          • All opposed rolls of this kind gain a +5 bonus: Your character is considered to have 'some experience' forging, for instance.
    8. I will make rulings if I think there's a design error or typo.
      • I'll try to make these decisions early, but I can make mistakes- bear with me.

Icon and background are both from Pinterest, here and here.

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