This is a new approach to role-playing that is still in its testing and development stage. This RPG will be some dice rolling and some free form role play. Charactar battles and development will be almost entirely free form, unless some players get out of hand. Credits and ships will be officially recorded and spaceship battles will be conducted using a dice system. This is the first testing stage of the RPG, and if all goes well, new occupations, ships, and other additions will be added. Here's how the game goes:

Free form roleplaying will be conducted on Dajo Outpost or the planet it orbits, Hydera. The date is set approx. 7 years after ROTJ. Dajo and Hydera will be independent of Imperial and New Republic rule in the RPG. Free-form roleplaying may be conducted just as in any FFRPG, with the exception that it will be where players make deals and play sabaac or other card games using their actual recorded money. Any attempt to lie about your account will result in a ban from the channel.

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When you first join, you will need to decide on an occupation. Sith/Jedi roles may be played, but no extra attributes or bonuses will be given to those players in the testing stage. Probably more than anything, this RPG relies on currency. You will need to make deals using your money with other players in order to accumulate more money and gain power. High-priced betting games are also a form of income. The following occupations are merely to start you off - if your a smuggler, for instance, and you start making enough credits to buy a fleet, you could become a pirate or even a warlord. This game is a struggle for power, and only those who make credits will become powerful. Although everyone might want to be a bounty hunter, think about this - if there's already 5 bounty hunters that are equal or better to you, it will be a lot harder for you to make money than if you were a smuggler, because the demand for bounty hunters will be down. The following is a description of each of the occupations:

 

Mercenary: You start with 1 million, which you may use to buy a custom ship or a fighter squadron/light freighter. Your daily income will be 50,000, unless you are employed by a smuggler captain to guard his fleet. Your personal ship will be used to roll against any enemy attacking the fleet. Income from being hired by a Smuggler Captain varies, depending on the size of his fleet and the strength of your ship(s). The better your ship, the more you will be worth to a smuggler captain.

 

CEO: You start out with 1 million in funds. When new players start out, they will come to you to buy their ships. Whatever the price of the ship is, it will cost you 1/4 of that, and therefore you will make 3/4 of a profit on any ship you sell. For instance, if a Headhunter is 100,000, it will cost you 25,000 in materials, and therefore you'll make 75,000 profit. You cannot build a ship that will cost you more than you have. For instance, if you currently have 10 million, and a Victory Star Destroyer will cost you 50 million to make, you can not afford to make it. The more small ships you sell, the more money you save, the more money you will have to build ships and make profit. A CEO also gets ships discounted when he himself buys them, because he doesn't make any profit on his own sale.

Note to CEOs: The prices of ships you see on the ships page are the set rates. If you have a competitor for ship building, you might have to bring your prices down and haggle with the buyer of the ship if you want him to choose you instead of your competition.

 

Smuggler Captain: You start out with 1 million, which you may use to buy freighters and/or protection. Each freighter has a certain daily income value. The YT-1300 for instance, has a daily income of 200,000, while the smaller YT-2400 h as a daily income of 50,000. The more freighters you have, the more your daily income will be. The YT-1300 can carry more, thus make more money, but the YT-2400 is faster, more maneuverable, and has better shields and weaponry (more rolling points). You may also employ the services of a Mercenary, whose ship can be used against any enemy who attacks your freighters. Prices for Mercenaries vary, depending on how much you will pay for his services. Smugglers make a more steady income than either a CEO or a Mercenary.

Note to Smuggler Captains: You can double your daily income by deciding to haul illegal cargo, but the NR and Imperial Captains will then have a right to destroy or seize your vessel.

 

Both NR and Imperial Captains start out with a Corellian Corvette and a squadron of Z-95 Headhunters/TIE fighters, respectively. They also start out with 500,000 credits, with an income of 100,000 daily, until more ships are gained. With each ship you acquire, you gain more credits on your daily income, depending on dice roll. For instance, if you buy a Frigate, which is a dice roll of 3, you get 300,000 added to your daily income, because you are that much more valuable to your commanding officer. When buying ships, Imperial captains must pay double for ships not of Imperial origin (Destroyers, Frigates, TIEs, and some cruisers are Imperial in origin) and NR Captains must pay double for ships that ARE of Imperial origin. Captain's jobs are to eliminate the opposite force. Neither may conduct piracy of legitimate freighter operations, but both are authorized to stop the smuggling of illegal goods, either by destroying or capturing the freighter/cargo. Either may employ the services of a Mercenary.

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This RPG uses a dice rolling system. For our example, we will use a Corellian Corvette.

A Corvette is a Dice Level (D) 2, which means whenever it rolls, it uses two dice. Depending on what its fighting, thats how many roles it gets. For instance, it is better at combating fighters than capital ships. For this reason, it will get 3 rolls against fighters, and only 2 against a capital ship. Each roll of the dice counts against the enemy ships hitpoints - if you roll a total of 7 and a total of 8, 15 hitpoints (HP) will be deducted from the enemy ship's total hitpoints.

For every engagement, there are turns. Each player gets on turn, which he can make one move with every ship/squadron he has. Then the turn goes to the other player, etc. etc.

Ships start out at 2 Kilometers, and must move to 1 Kilometer (CShip Combat Range) to fight with other capital ships. Moves are as follows:

Move to Cship Combat Range

Move out of CShip Combat Range

Deploy Squadron (one squadron counts as a move for the capital ship deploying them, squadrons do not get moves on their deployment turn)

Fire on enemy Capital Ship

Fire on enemy Squadron

Jump to hyperspace (takes 2 turns to execute, cannot be performed if Interdictor Cruiser is present or in a gravity well)

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