Children of the Stars
For years you've noticed odd things about your life. Medical exams always seemed to be faulty, strange dreams have invaded your mind from a young age, and if you were raised by your biological parents one was significantly more mysterious than the other. The truth wasn't revealed until the day you were taken from your home, possibly to never return...
As it turns out your parentage is far stranger than you could have imagined. You are an in fact an alien human hybrid, the direct offspring of one of the most fearsome spacefaring pirates the galaxy has ever known. Even worse, that means you're technically a citizen of the Regency and are no longer allowed to reside on in a stage 3 civilization! Only the most trusted and capable agents of the Regency, known as Starlancers, are able to violate the seven empirical laws.
So you were given a choice. Become cadets, prove yourselves, and help save the galaxy for a ticket back to Earth. Or just live a comfortable life on the civilized planet of your choosing, receiving a fairly generous monthly stipend from the Regency in exchange for your cooperation. The choice is yours!
Galactic Heroes
Fluff done, commencing the crunch! Looking for 3-4 players, using the Star Wars 5e ruleset to create galactic heroes in training.
Level: You start at level 5 and can freely multiclass. Feel free to optimize, but please no ridiculous builds.
Abilities: For ability scores create two 4d6 drop the lowest arrays, picking either of the two arrays. If both are real bad I'll let you reroll if you want or just start the game with some heroic inspiration!
Hitpoints: Take the average on hit points.
Species: Any available species are fine and you're welcome to make homebrew requests.
Feat: You do start with the standard bonus feat at 1st level.
Gear: You have 4000 credits worth of requisitioned stuff and 300 credits in pocket money. Leaving a significant amount of your 4000 credits (over a 1000) aside lets you start with an extra point of heroic inspiration.
Background: Starlancer Academy only opens up to new cadets every four cycles so you might be brand new to all this alien stuff or already acclimated to it. Your Background can just as easily reflect your time on Earth or a natural inclination to certain skills.
Backstory: More than a paragraph and less than a book. Please be sure to include physical appearance, at least a rough personality, and what your alien species is like. Doesn't mean you have to follow it, just a general idea of where it's about. I'm cool with character hooks, NPCs, preplanned character development, etc. It's just not required. Age should be 16+. Starlancer Academy is very much an advanced training program and resemblances to high school are provided by certain students, not the curriculum.
Changes
Lightsabers: Reskinned as Psiblades. They function the same way, but you do need to have some Psionic (Force) ability to use them and they appear as regular weapons when not in use. While not "powered on", they still deal half their regular damage in kinetic damage.
Power Cells: Much like an archer doesn't count their arrows, so do you not count your power cells. Seriously, unless there's a survival themed mission going don't worry about it.
Vibroweapons: Following the same thought pattern as above, Vibroweapons are considered to just be regular weapons unless they have some kind of energy based effect, like an electrified stun baton.
Space Magic: Basically everything comes down to manipulating an all-permeating source of energy known as Ether, though many cultures have different names for it. The Force is seen as Psionics, Tech powers are seen as Technopathy, and most everything else is seen as Biomancy (like a Fighter moving super fast during Action Surge). Your natural control over it was one of the big reasons the offer to become Starlancers was extended in the first place.
Shades of Grey: Ether isn't inherently bad or good and neither is 99% of it's uses. Instead, it's broken into Blue Ether, Green Ether, and Red Ether. Blue (Light Side) is life, balance, and wisdom. Green (Neutral) is control, creation, and law. Red (Dark Side) is chaos, destruction, and power. If a power or trait refers to the "Side" of the Force, it refers to Ether type instead. Remember, most class features are considered to be extensions of Ether, so a Berserker's Rage would be Red Ether while an Engineer's Infuse Item would probably be Green. When it comes to Ether Types intention matters as much as affect.
Houserules
Heroic Inspiration: Works much like regular inspiration, but instead of advantage you automatically roll a 20! That said, it's much harder to come by and generally only gets rewarded during major story beats. So about as much as a forgetful DM rewards Inspiration.
Progression: You level after major events. During downtime you have the chance to swap out Powers (maybe even learn a new one), new languages, build stuff, new proficiencies, etc.
Deployment/Starships: Is a thing, but will happen organically during the game.
Aesthetics and General Rules
Vibes: Generally speaking my inspirations for this game are Final Space, Buzz Lightyear of Star Command, Guardians of the Galaxy, Outlaw Star, and yes the Dimension 20 Starstruck game. Fun, sometimes irreverent, sometimes serious, but colored more by the players and their decisions than anything else.
Posting Rate: I'd like once or twice a day, but I also know life gets in the way. I'm happy so long as the game keeps moving.
About Me: I've done PbP before and am from Reddit. Which, for reasons that are currently all over the internet, is a site I no longer use. Still, I am new here and apologize beforehand about any mistakes.