Dark Greetings (Star Wars GSRP)

Introduction
Location
London, England


Dark Greetings
A Star Wars GSRP

"In order to ensure the security and continuing stability, the Republic will be reorganized into the first Galactic Empire! For a safe and secure society!"

In the waning days of the Clone Wars, Supreme Chancellor Palpatine called upon his emergency powers to create the first Moffs - local warlords and military governors, granted supreme political authority in their local sectors to "better support the war effort in its totality". As with so many emergency wartime measures, the rank remained intact even after the official end to hostilities, and the Moffs became the first of the Galactic Empire's new class of de facto nobility.

Five years later, now-Emperor Palpatine appointed Wilhuff Tarkin as the first of the Grand Moffs, a rank soon held by nineteen others. Hand-picked by Palpatine himself, the Grand Moffs answered to none save the Emperor himself, able to overrule any lesser Moff or military officer within their newly created Oversectors. They could levy troops, issue and collect taxes, control the distribution of imperial resources and redefine the law as they saw fit. With this power came commensurate responsibility, at least in theory, for it fell to the Grand Moffs to ensure that the Emperor's will was done and the New Order's promise of peace and security was upheld. Failure to do so, especially without a suitable scapegoat close at hand, could have messy and fatal consequences.

In this game, every player will take the role of one of the Galactic Empire's Grand Moffs, ruling over one of the galaxy's twenty Oversectors. Your goals are simple - stay alive, stay in power, and when the time comes for all your sins to be repaid, escape the consequences. Naturally, the greatest threat to each of these noble goals comes not from the rebels or any external force, but from your fellow Grand Moffs and the scheming, treacherous mass of underlings looking to take your spot.

I am looking for at most 10-12 players; the other Grand Moff positions will be filled by NPCs.

We begin twenty years after the Proclamation of the New Order. News of the Battle of Yavin is just starting to spread across the galaxy - Wilhuff Tarkin is dead, the Death Star destroyed, and with the Imperial Senate so recently dissolved there is no greater check on the ambitions of a Grand Moff than their own conscience and the efforts of their peers.

IC Thread is Here


(Image taken from the Wookpedia article on Oversectors)
 
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Mechanics - Unrest and Control
Basic Mechanics

Each turn you can issue Two (2) General Orders, which can encompass virtually anything that your frankly staggering degree of political and military power could reasonably accomplish. Each Order must be self-contained and focused on a common goal, but is otherwise fairly flexible - you could put in an order to crack down on smuggling around Corellia, for example, which could include issuing bounties, redirecting local garrison forces and arranging for public executions of those you catch. Alternatively you could issue an order to schmooze with the rich and powerful, which could include offering state contracts for bribes, assembling a harem of twi'lek dancers and doing truly staggering amounts of drugs.

In addition to the above, you will also be able to issue a variable number of Special Orders, which are gained from the following sources:
  • Imperial Favour can be spent to obtain additional General Orders for two points per Order.
  • Personal Assets grant access to as many Special Orders as you have types of asset.
  • Titles may sometimes grant additional orders, depending on their specific powers.

By default, all Orders are successful. You want to schmooze, you schmooze. You want to build a bunch of new academies, they're already signing the charters. This applies even to orders that target significant NPCs, though in these cases only the success of the action is guaranteed, not necessarily the outcome - sending an order to "kill Sate Pestage by smuggling a bomb aboard his personal yacht" would guarantee that the bomb is placed (assuming you have a plausible means of getting it there) but would not guarantee killing him.

Actions that directly conflict with those of another player are a little trickier. Where possible the GM will arrange the outcome so that both players succeed. Where this is not possible, the GM will roll a number of d10s for each player. Each starts with one dice, and adds one for each relevant asset or supporting order/player; they may also spend Imperial Favour to get more dice on a 1:1 basis. The player who rolls the highest on any given dice will win the clash. If the highest number is a tie, then the next highest number will be considered, and if all dice are tied then the player with the highest total number of dice will win.

Actions taken against organised Rebels (as opposed to anti-imperial sentiment or local malcontents) requires a similar roll, with the Rebels rolling a number of dice equal to half the current Unrest rating in the target oversector, rounding up.

Oversector Statistics

Each of the twenty Imperial Oversectors incorporates dozens or hundreds of sectors, each of which can include anywhere up to fifty inhabited star systems. The scale of such things precludes any kind of objective accounting - even the poorest Oversectors may be squeezed to fill a Grand Moff's coffers beyond the dreams of avarice. For the purposes of this game, an Oversector is represented by two key stats:

Unrest is ranked from 1-10 and represents the general background level of organised rebel activity in your Oversector. At the beginning of each turn, the GM will publicly roll 1d10 for each Oversector - should the dice roll be equal to or under the current Unrest, the Rebel Alliance will begin a significant Operation in the Oversector.
  • Operations will be rumours at the start of the turn they are generated ("Unidentified ships have begun preying on official imperial shipping on the Corellian trade lanes"), will reach their apex the turn after ("The Rebel Alliance has intercepted a major supply convoy and liberated the slaves and supplies within") and have consequences that are explored on the third turn ("Abolitionist sentiment sweeps the oversector like wildfire, and all major imperial construction projects suffer delays. Unrest has risen by two. The Emperor is deeply annoyed.")
  • Naturally, each stage of an Operation can be impacted by appropriate Orders, either to suppress the rebellion, or perhaps to covertly assist one in a neighbour's sphere of influence. Actions on the first turn may strangle the operation in its crib, on the second turn may mitigate or control the outcome, and on the third may influence the public perception and subsequent fallout of what happened.
  • It is entirely possible for a particularly luckless Oversector to be experiencing multiple Rebel Operations at the same time.
  • At particularly high Unrest, the Emperor will dispatch Imperial additional forces to your Oversector, which may or may not answer to you.

Control is ranked from 1-10 and represents the degree of personal loyalty that Grand Moff can command within their Oversector, as distinct from the de jure authority bestowed by their rank. At low control, Sector Moffs might give apologetic excuses when you demand they deploy their armed forces, while at high control, inconvenient communiques from Imperial Centre might get lost in a blizzard of technical faults.
  • Should you issue an order that would in some manner blatantly contravene official imperial policy, exceed your already broad authority, or include hostile action against other Imperial forces, the GM will roll a d10. If the result is equal or under your current Control, your orders are obeyed. Note that orders which appear orthodox and loyal do not require such a roll.
  • Increasing your Control Rank is an excellent way to appear disloyal. However, so long as your current Imperial Favour remains equal to or higher than your Control level, the Emperor will reserve judgement, or perhaps even applaud your initiative and ambition.
 
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Mechanics - Imperial Favour
Imperial Favour

As a Grand Moff, your position is theoretically unassailable, your authority backed by the word of the Emperor and all the power at his command. In practice Palpatine is a supremely fickle man, capable of ruining you at a stroke and willing to do so for no more than his own malicious amusement. Staying power - and thus staying alive - relies on keeping him happy, or at the very least distracted.

The Emperor's opinion of you is represented by your stockpile of Imperial Favour, a kind of currency that can be spent to purchase various assets, resources and other indulgences. There are, at any time, only one hundred points of Imperial Favour in play - Palpatine can only pay attention to so many things at once. Any points not held by a player return to Palpatine, to be distributed according to his whim.

At the start of play, every Grand Moff begins with five favour, save for one particularly unlucky NPC Grand Moff, who starts with 0. This leaves Palpatine with five points to spare.

Favour can be gained in the following ways. No trigger condition can be checked more than one point per turn, but one Order could conceivably trigger multiple Favour rewards (if, say, you were able to perform an act of inventive cruelty that flattered Palpatine in the process).
  • An act that is seen to diligently accomplish your official duties and effectively serve the Empire grants one favour.
  • An act of sufficiently inventive cruelty, malice or ruthless oppression grants one favour, provided it is public.
  • An act that flatters, glorifies or overtly panders to the Emperor and his achievements grants one favour.
  • Revealing the shortcomings of a fellow Grand Moff, or individual of similar rank, grants one favour. If the revealed shortcomings could be construed as treasonous, gain three favour.

Favour can be lost through the following ways:
  • One point is lost automatically every turn, unless you are the Emperor's Favourite..
  • Every significant success achieved by the Rebel Alliance or other seditionists within your Oversector will cost one Favour, assuming Palpatine or the general public finds out.
  • Failing to accomplish a goal you are seen to be personally working towards will cost one favour, unless pinned on a subordinate who is appropriately punished.
  • Disrespecting the Emperor's person or authority, or failing to carry out a direct command from the Emperor, forfeits three favour… unless it is amusing or otherwise meets with Palpatine's approval.

Favour can be spent on the following options:
  • An additional General Order for the turn may be purchased for 2 favour
  • Additional dice may be purchased for a specific Order at the cost of 1 favour per die. This bonus applies to all relevant rolls made for that Order this turn.
  • Titles may be purchased for a varying cost in Favour.

Design Note - Unless you are the Emperor's Favourite, simply being a diligent and efficient servant of the Empire is not enough to accrue significant Favour. You will only ever 'tread water' at best, gaining as much as you lose.

Titles may also provide additional sources of favour, and additional ways to lose it.

At the end of the turn, Favour is calculated according to the following process:
  1. All favour expanded in Orders is deducted from the relevant player's stockpile and returned to Palpatine.
  2. All players except the Emperor's Favourite pay one point of Favour to Palpatine, assuming they have any remaining.
  3. The GM assesses whether any player has triggered any of the Disfavour conditions listed above, such as public failure or inefficiency, and deducts favour accordingly.
    1. Note - At no time can a player's stockpile of Favour go below zero. If they cannot pay one of the above fees, then it is waived.
  4. The GM totals up Palpatine's stockpile of favour.
  5. The GM assesses whether Favour has been earned according to the above conditions, and pays out the appropriate sums from Palpatine's stockpile to the relevant player.
    1. Should this reduce Palpatine's favour to a negative number, he will then recoup his losses by randomly choosing who to 'tax' among those players who are not his favourite and have favour of their own to spend.
  6. Players are notified of their new Favour totals, and who holds the Emperor's Favourite and Vader's Shadow titles for the coming turn.


At the start of every turn, the Grand Moff with the most Favour (after awards have been calculated) will be named The Emperor's Favourite, a special kind of Title. For turn one, there is no Favourite, as Wilhuff Tarkin has just died and the Emperor has yet to settle on a potential successor. The Favourite gains access to a Special Order, and is additionally exempt from both the per-turn automatic loss of favour and the possibility of having their favour reduced in the redistribution phase.

At the start of every turn, the Grand Moff with the least favour is marked with Vader's Shadow. At the end of the turn, one of two things happens - if they have managed to raise their Favour above that of another Grand Moff, then Vader will move on. If they still have the least amount of Favour overall, then they will die, and Vader will appoint their successor.
 
Mechanics - Assets and Titles
Assets

All Grand Moffs have access to staggering amounts of wealth, influence and authority, but by their very nature even this cannot satisfy them. They want more, always more, and it is the accumulation of such additional and exotic resources that the Asset system is used to represent.

There are two broad kinds of Assets - Personal Assets, representing groups, agents and connections cultivated by an individual Grand Moff, and Imperial Assets, representing other servants of the Empire whom the Grand Moff can exert influence (if not direct authority) over.

Personal Assets

At game start, every Grand Moff begins with two Personal Assets, designed by the player and authorised by the GM.

All Assets are defined as follows:
  • Name: The name of the asset
  • Description: A general idea of what the asset includes, where it is located etc.
  • Public Description: What is known about the asset by other players. This might be a simple codename (PROJECT BLACK) or an ostensibly innocent sounding cover (Stakes in public media companies)
  • Nature: Which category does the asset belong to? Black Ops, Criminal, Military, Political or Wealth.

Every turn, a player may issue a maximum of one Special Order per category of asset under their command (to a current maximum of five, assuming the player had at least five personal assets, one of each type).
  • Black Ops orders can encompass all manner of covert activity. They do not require Control rolls to take action against other Imperial agents or bodies.
  • Criminal orders can involve any task or undertaking connected with the underworld, either local or galactic. Your involvement in them is hidden by default, and any actions they take cannot be traced back to you.
  • Military assets refer to those forces raised and maintained by you personally, and can accomplish any martial undertaking without recourse to wider Imperial authority or chains of command.
  • Political orders can touch on any forms of local government or other non-Imperial organisation, and are by default immune to interference or obstruction from Rebel elements.
  • Wealth orders involve mustering financial resources and influence outside that of the state budget, and can be used for any appropriate undertakings.

An asset can only participate in one Order per turn, whether acting directly or supporting others forces in a General or Special Order.

Titles

The bureaucratic apparatus of the Galactic Empire is a byzantine mess of ranks, titles, duties and assignments, many of them cursed with overlapping spheres of authority and responsibility. Fortunately, as Grand Moffs, the list of additional powers and responsibilities you could theoretically acquire is far more manageable.

Titles represent some additional degree of power and responsibility that the Emperor has chosen to bestow upon you. Each has its own rules, broken down as follows:
  • Acquisition: How you can obtain the Title for yourself.
  • Powers: The specific benefit or capability that holding the Title bestows.
  • Costs: Any drawbacks, expectations or drawbacks that the Title comes with.

While there is no hard limit on the number of Titles a specific player may hold, the ever-compounding list of responsibilities and expectations should give a sensible sentient pause for thought. Of course, one does not become a Grand Moff without a certain sense of ambition.

The following list of Titles is not exclusive - Palpatine is quite infamous for his willingness to create new ranks and positions at the metaphorical drop of a hat, and players may have their own interests they wish to pursue.

Emperor's Favourite
You have managed to impress or amuse Palpatine enough to be elevated to his right hand, and your power is almost limitless… as is the distance you can now fall.
  • Acquisition: This title is automatically bestowed upon the Grand Moff with the highest quantity of Imperial Favour at the start of a turn. If this is a tie, then neither claimant gets the Title.
  • Power: You gain one additional order, an Imperial Order. This order may be given with the assumption of total authority over the Galactic Empire and all of its resources - Tarkin used it to accomplish the construction of the Death Star, as an example.
  • Cost: Should you begin a turn with less Imperial Favour than another Grand Moff, you lose this Title, forfeit all remaining Imperial Favour, and automatically receive Vader's Shadow.

Imperial Advisor
You are a member of the Emperor's ruling council, and are one of vanishingly few who can access His Majesty at any moment and expect him to listen to what you have to say.
  • Acquisition: You must publicly commit to a major plan or initiative that will personally benefit the Emperor in some way, then successfully accomplish it.
  • Power: For one Imperial Favour, the Emperor will enact a law, issue an order or appoint someone to high office or Title in accordance with your suggestions.
  • Cost: Any time you would lose Imperial Favour, you lose twice as much. This does not apply to any points you specifically spend.

Supreme Commander
The Emperor has granted you official command over the entirety of the Imperial Military, the largest body of armed sentients in the history of the galaxy.
  • Acquisition: You must achieve some notable military success against rebels, secessionists or other enemies of the Empire, then pay two Favour. Alternately, you must achieve greater military success than whoever holds the Title, and publicly request the rank from the Emperor.
  • Power: You gain an additional Military order each turn, which can include commands given to any member of the Imperial Military.
  • Cost: The Emperor will instruct you on a specific goal that you must pursue. If you fail to achieve this goal, the Emperor will give the rank to another and place your fate in their hands.

Select Committee Seat
The Select Committee is the governing body for the Committee for the Preservation of the New Order (COMPNOR), the Empire's ideological arm. With this position, you may define what it is to be Imperial.
  • Acquisition: You must perform some great deed or sterling service to the cause of the New Order, then pay two Imperial Favour.
  • Power: You may issue one additional Political Order per turn, and the average Imperial Citizen will believe anything that you say, taking your word over that of any competing voices.
  • Cost: In addition to the free order granted by this title, you must spend at least one General Order each turn pursuing the goals of the New Order. Failure to do so may see you removed from office and subsequently lynched.

Ubiqtorate Seat
The Ubiqtorate is the secretive body responsible for directing and coordinating the various arms of Imperial Intelligence, though they have only limited control over its day-to-day operations or membership.
  • Acquisition: You must learn that the Ubiqtorate exists, possess at least five Imperial Favour, and ask Palpatine for a seat.
  • Power: You may issue one additional Black Ops order per turn, making use of any Intelligence asset in the galaxy. Additionally, once per turn you may request a formal briefing on some topic or person of interest, and will be provided with everything that Imperial Intelligence knows about them.
  • Cost: Imperial Intelligence becomes personally invested in your career and loyalty. Do not disappoint them.
 
Recruitment is now open!

What I'd want to see is a general character pitch for your Grand Moff (no more than a paragraph or two). Sell me on their basic concept and vibes, and if you have a preference for which Oversector you wish to rule over, make a note of that. Note that you should not specify what Assets you wish to take just yet, outside of what might be "publicly known" about them.

Recruitment will be open for about a week, and there will be a discord server at some point, but not just yet.
 
What is the intended timeframe for players issuing orders and you posting turn results?

Normally there's a window of like 1-2 weeks for everyone to write and submit their orders, a few days while I compile everything and figure out how to bundle them together into reports, and then another week or two during which I post those reports. Then we have a final couple of days where I update the Favour totals, roll for Operations etc.

Currently I'm hoping that the relatively simple mechanics mean I can avoid being seriously bogged down in the report writing stage, but if it turns out to be too much, I might end up recruiting report writers to help out. We'll see how it goes.
 
Cesare Sandis. The middle son of one of the aristocratic families of the Core, not rich enough to be one of the five largest on their home planet, but enough so that their security forces could carry out their own military campaign. Former Republic general, leading minor companies. Supporter of the New Order. Appointed Grand Moff for his early support of the Emperor (when he was an ordinary senator).

15 Oversectors

(Not a big Star Wars expert)
 
Keizar Neved was alone in his office when he received the news. That was for the best. He had not been able to stop himself from smiling when he imagined Tarkin's gormless face in the half second before the end.

Keizar Neved is a man who lived in the shadow of Wilhuff Tarkin for almost 20 years. Originally a captain in local defence forces, he reached the rank of admiral in the Republic Navy during the Clone Wars. He was skilled but lacked Tarkin's connection to the Chancellor and political acumen, a fact that has rankled him to this day. That his personal loathing of Tarkin likely played a part in him being appointed as one of the earliest Grand Moffs is something that frustrates him in turn - he has never understood Palpatine's sense of humour.

Fastidious and precise (his subordinates may have less kind words to say in their place) he has become somewhat infamous for maintaining a small fleet of Republic-era battleships under his personal command - ones that have been thoroughly modified to meet the needs of the Imperial era. Some observers have noted that unlike Wilhuff Tarkin, Keizar Neved served as a fleet admiral.


Have a perfectly well-adjusted man who did not break out the Coruscant Red the second he heard the Death Star exploded with Tarkin aboard.
 

Grand Moff Sandin Arnthor, Heir to the Arnthor Fortune and Lord of House Melantha
Human, Age 44
Oversector 20, Emerald Banner

What is one to do when split between Emperor and High Lord? Empire and country? Station and house? Grand Moff Sandin Arnthor is a Tapani lord of House Melantha and patriarch of the Arnthor family. A man who follows each letter of the law like scripture and upholds his word and honor without question, Sandin was young when he found his place in the home defense fleets of the Tapani Sector and later Republic Military during the Clone Wars. And as an ardent follower of then Chancellor Palpatine and later the New Order, his eventual placement as Grand Moff would be without doubt.

But of course that was later and during the early years of the Empire, Lord Arnthor was still finding his place and the Tapani Sector, the undisputed regional power brokers within the then Tapani Oversector were still forging closer ties to the Empire and Palpatine. An eventual appointment of a Tapani Lord to Grand Moff was without question. And Sandin was without question loyal to the interests of the Tapani Sector and House Melantha, whom forged the closest ties to the Empire. But on the other side, he was also loyal to the Empire and Palpatine as well. His appointment satisfied all, for both expected the new Grand Moff to be wholly loyal to them. But it split the Lord in two. Caught in the worst fate imaginable, trying to reconcile his own unwavering loyalties to both Empire and Sector. And he will continue having to figure out his own mind even as he must do his duty.

Order must be upheld. Laws are what separates them from the animals and there is much work to be done still.
 
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Rhugo Shif. From a wealthy merchant family from one of the outer territories in 18 oversector at the start of the clone war. His family tried to lead a doomed attempt to stop from being swallowed up by the separatist, completely failed in there attempt he was forced to flee as his entire family was killed. Fled to republic held space and joined the admiralty durning the begigning of the clone wars. Rose up the ranks partly due to his tactical accume but also partly for his ruthlessness despite it not being very effective a large amount. By the end of the war was a admiral of a major republican fleet with very strong loyalty to the republic now empire for helping get some revenge for what happened by killing as many separatist as he could. Supporter of the empire since he saw it as a way to keep getting revevnge. After the clone war he has spent his time in the over sector hunting down every separatist scum he could often to the detriment to the sector as he will often have entire merchant fleets murdered for there past association with the separatist even long after the last droid bases and separatist forces has been destroyed. His ruthless efficiency(murdering a ton of people) has made him reviled and feared equally in the sector though with the recent final tracking down of the ring leader behind his family murder on some unknown planet in the middle of nowhere with no one else on the entire planet, his task complete. He was driftless for a time with a massive security apparatus and forced to hunt down separatist insurgents...not anymore however he has received intelligence(of dubious quality some might say) that some separatist forces may have escaped into the unknown regions! The formerly driftless moff has now had new life mobilizing the fleet the former driftless secruity service simply on auto pilot. Moff shiff will kill all those who oppose him and the empire no matter the cost. His goals are to revalize the sector military and secruity services in order to prepare for a invasion of the unknown regions to find and kill these seperatist(if they are any some whisper far out sight from the moth). Also has fanatical interest in crushing anyone associated with the separatist and those opposed to the empire. Entire planets have been bombed to a brim simply cause there been one seperaist on them. It has become more clear overtime he simply enjoys killing and crushing the populace beneath his foot not because of order but because his quest for revenge has simply warped in a shallow justifcation for violence. Appointed Grand Moff for his early support of the New Order in the military and helping squash dissent within his own fleet.

18 Oversectors

(Not a big Star Wars expert)
 
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Grand Moff Voyyd


The origins of the individual known as Voyyd were a mystery, the answer to which was kept from all but a few of the Empire's highest ranking individuals. Were they a Republic officer of the Clone Wars that had gone mad? A favored Inquisitor or Dark Mage elevated to great heights? A strange alien brought back from the unknown regions that somehow caught the Emperor's eye?

Whatever the case may be, the enigmatic and fanatical figure whose form was hidden beneath black armor and helm silently appeared one day acting as if they had been present since the birth of the Empire, and was bestowed the title of Grand Moff of Oversector 5. To the Empire at large, the position possessed little to be envious of. The center of the galaxy was a small realm, filled with dangers and difficult to traverse at the best of times. What glory was there to be had in ruling over such a bleak place?

But to Voyyd, the Deep Core was the perfect place to carve out a kingdom of secrets ruled by fear and terror. To try and tally up the number of hidden shipyards, training facilities, dark laboratories, isolated prisons and more dotted across their domain would be the height of folly. Spies and informants riddled the populations of each and every world, making it seem like the very air possessed eyes and ears. Alien and slave alike were rounded up and put to work in camps to carry out the Emperor's will, laboring till death on all manner of confidential black projects. And above all else loyalty to the Empire was brutally enforced, whether it be with cloak and dagger or an iron fist.

There seemed to be no end to the number of rebels and dissidents that were plucked from their beds in the dead of night, never to be seen again.

From their capital of Odik II, Voyyd gazed upon the countless worlds held within their shadowy grasp, and judged it good. But why stop at just this? With the death of Wilhuff Tarkin, they could not help but wonder: Who better to sit at the Emperor's side than themselves?

Preferred Oversector: Shadow Hand (5th)

TLDR: Spooky evil secrets guy.


Grand Moff Tradum Gavax


Once a bright-eyed young man hailing from the core worlds, Tradum's decision to sign up as a ground-pounder in the Republic Judicial Forces before the beginning of the Clone Wars instead of an officer aboard a cushy starship was a choice that would change everything. In a mere couple of years, he went from policing and enforcing Republic law against pirates and slavers to fighting for his life against endless legions of unfeeling battle droids and fanatical separatists.

Thrown into meatgrinder after meatgrinder, it did not take long for Tradum to be pushed to the breaking point. But if there was one thing that made the years spent in the bloody muck on too many battlefields to count worth it, it was the clones. Created and trained from birth to be the best they could be, he couldn't help but look on them in awe. There was no point in comparing them to regular flesh and blood soldiers, whose quality in that era left much to be desired. This admiration continued as he rose to the rank of general, and even after the end of the conflict and the reorganization of the Republic into the Empire.

But how did the galaxy reward the efforts of the Clones who had lived and died for their freedom? By throwing them away and replacing them with the Imperial Stormtrooper. In the early days of Imperial rule, Tradum could not help but feel disgust as they failed to live up to the legacy of the clones in every way possible, an opinion he made sure that everyone who crossed his path knew no matter how many times he was disciplined for it. For a time, it seemed that his career was heading towards its end and there was nothing he could do about it.

But whether by design or by blind luck, Tradum's thoughts managed to find the ears of the right man at the right time. His appointment to the position of Grand Moff was a surprise to the now-aged man, but it did not take long for him to take action with the newfound power at his fingertips. The peoples and worlds within his territory that had supported the Confederacy found themselves utterly crushed beneath his boot and subjected to acts of cruel vengeance for the lives that had been spent in capturing them. Training facilities that subjected their trainees to the most brutal and extensive training imaginable, dedicated to forging the best soldiers the Empire has ever seen sprung up on world after world. But before long, even that was not enough. He turned to genetic modification and enhancement, cyborgification, experimental combat drugs and surgeries, and if rumors were to be believed, even darker things. All in pursuit of the perfect soldier.

The warrior that would ensure that the Empire would never fall.

Preferred Oversector: Steel Blade (3rd) or Cerulean Spear (12th)

TLDR: Luvs clones, obsessed with creating the perfect soldier.
 
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Character concept 1: Grand Moff Bif Krietten, of Oversector 17/Chrome Shield



Bif is above all else the perfect image of a great soldier of the New Order, tall and broad, scarred and nearly bald in his buzz cut. The type of look that is all over the Galaxy, policing it and imposing law and order over it, the million petty tyrants whose thickset gut instinct and nose for anti-Imperial behavior and social deviants keeps the innocents, the real civilians you know, safe at night. And Bif deliberately cultivates this image of being an honest junkyard dog of the Empire, all jovial bloodthirstiness and open humanizing venalities, the great white hunter of Naboo's mighty amphibious creatures, a major sponsor and gambler on Malastre's Podrace circuits, and so on. But for all their pretensions as altogether a safe pair of hands for the grand project of building Human High Culture from the Emperor's homeworld all the way to Imperial Center, as a vulgar populist and paternalistic gym-coach of a patriot who just naturally appreciates the inherent truths of Imperial rule, Bif is nothing more than a deeply calculating rat bastard with one worried eye always over his shoulder.

But then again, Krietten is very good at being a scrambling vicious little rat bastard, has been since he took up the traditional family business getting out of dreary Metellos by taking up daddy's commission in the Senate Blue Guard. His scurry to escape and cower in the betrayal and decimation of the Senate Guard in the Clone Wars made him look like he was heroically guarding the Republic Roundel with his body, all the witnesses to his real shame killed by Cad Bane's crew. His desperation to get away from Shock-ball matches and angry spouses forced him to actually train and develop excellence on Dewback and speeder-bike, handiness with non-Basic languages, and all around a passable mediocrity out in the field. And in turn those now grossly exaggerated skills and also the immense toadying and self-lobbying of Bif got him out of the dying institution of the Senate Guard and yet also away from most of the real danger as a CompForce political officer and military police adjunct, the bullying prefect he was as a child, writ large. And from there in the enforcement arm of COMPNOR, there was nothing Krietten could do but keep climbing upwards, with each hushed-up abuse of the Stormtroopers Corps and with each bonanza of endangered species and bloodsports ostensibly put together for the orphans of the glorious martyrs of the Imperial Army.

(basically, harry flashman as a Grand Moff)

Character concept 2: Grand Moff Auric Rustel, of Oversector 8/Bright Jewel

-rat race yuppie money man
-Force so much space cocaine
-bio wip
 
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I've been saying all along we need a stronger hand with these affiliated planets. There's fomenting out there, sir. Pockets of fomenting. Corporate Tactical Forces are the Empire's first line of defense, and the best way to keep the blade sharp is to use it. -- Sergeant Linus Mosk

Yeena Toshari is wealthy, fashionable, invested in and curious about cultural products. She has little experience or interest in naval warfare, far more acquainted with the politics of COMPNOR and the imperial banking system. It would be easy to assume she is a creature of the core, insulated from practical concerns and obsessed with the abstract.

Toshari is, instead, a border moff, surrounded by affiliated planets, nervous neighbors, and messy border raids. She commands a ramshackle, chaotic, vigorous pyramid of imperial auxiliaries, state-sponsored conglomerates, infought spies, and ambitious local politicians on which she deploys much the same competing-for-favor politics that the Emperor uses on his moffs. She came to imperial prominence as the CEO of one of those conglomerates, executing an extended campaign of counterinsurgency and planet-scale seduction with with her corporate tactical forces, media, and goods across half a sector to secure her access to certain rare ores and biochemical extracts. Not every border can be secured all the time with stormtroopers and star destroyers; she has mastered the hybrid warfare and efficiency with elite assets necessary to keep the peace and advance her own interests with patient flair.

Why The Emperor Likes Her
- This is a guy who orchestrated part of his political ascension by secretly being in charge of both sides of a war. That's Toshari's kind of bullshit. She and the emperor share an appreciation for excessive but thorough intrigue and carefully stage managed drama.

Why The Rebels Hate Her
- Not just a distant overlord but her sponsorship seems to have trickled down to Grob, specifically, your asshole neighbor, via that shitty association he joined. That's what he claimed when they burned down the corner store for insurrection, anyway.
- You know those cloying propaganda news anchor bits that play after your missions during XCOM2? There's a lot of that, but a little slicker. Maddening bullshit.

Suggested Oversectors:
- 19th "Dark Saber"/ Javin
- 12th "Cerulean Spear" / Greater Maldrood
- 13th "Iron Lance" / Trans-Nebular

Notes:
- I just finished reading the Traitor Baru Cormorant and that is extremely on my mind here.
- done for now
 
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Kanne Yaxia

Requested Oversector: White Cuirasse (4)

Grand Moff Kanne Yaxia has a dream, and that dream is to sort every species in the galaxy into a system of objective rules based on physical and mental characteristics and proves the superiority of the Human race and High Human Culture once and for all.

The offspring of a marriage between a Hapan ambassador and the scion of an old Commenoran political family with a lock on an inner rim Senate seat, Kanne was enlisted in local Commenoran Defence Force at an early age to bolster the Yaxia family's bonafides. And during her service in Commenor's fleet she met peoples from across the galaxy and found herself… unsettled by the appearances and conduct of many of them. She also learned that the Republic was weak and unable to enforce its own laws against rogues like the Trade Federation and their... shady leadership.

The rest that follows isn't hard to guess, Captain Yaxia joined COMPOR, she enlisted in the Republic Navy when the military creation act passed. She fought in the Clone Wars. She made the transition to Empire effortlessly. She bolstered her career via an enthusiastic participation in the rebranded COMPNOR. She caught Palpatine's eye as a Moff after getting a regular Column in
Iron Will where she discussed the finer points of High Human Culture.

Her promotion to Grand Moff was accepted enthusiastically on her part and with trepidation by the non-humans in her oversector, and she is VERY excited to get hands on with her new project.

Naturally, of course, there are rumours about her.

They say that her mother was a Hapan pirate princess in exile. They say that her "objective rules based on physical and mental characteristics" is a glorified game of "smash or pass". They say that her military formations are assembled purely based on which ships she thinks have the best lines. They say a Hutt called her ugly as a child. They say that her weekly column in Iron Will discussing the finer points of non-human physical and mental traits is a waifu tier list. They say that her love of High Human Culture is an affectation to hide her insecurities. They say that her fine manners and finer breeding cover up a scandalous family past. They say that she's a creepy weird nerd obsessed with beauty. They say she's a loser.

But those are just LIES spread by HATERS who are JEALOUS of her BEAUTY and CULTURE.

So she'll show them all. She'll prove the superiority of her ideas and lineage.

SHE'LL SHOW THEM ALL.


(SKULL MEASURING WOMAN ARRIVES)
 
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Grand Moff Castrum Drakos

Grand Moff Drakos's records show that got his start with an unspectacular career as an officer in the Republic Navy during the Clone Wars, but this only tells part of the story. What truly put him on the path to the lofty position he sits in today was bearing witness to the feats of the Jedi.

This is not to say that Drakos is in any way a Jedi sympathizer. He fully believes that they were traitors whose fate was justly deserved.

They were, however, powerful traitors.

Serving alongside Jedi Knights and Masters and seeing them casually deploy powers of precognition, telekinesis, and superhuman physicality germinated a lifelong obsession in then-Lieutenant Drakos. Though he possesses not an ounce of Force sensitivity himself, he has been determined ever since then to learn how to wield those strange abilities and harness them for his own benefit.

His rise through the ranks was enabled in part by becoming a zealous enough Jedi hunter to rival the Inquisitorius, so that he could attempt (thus far, without success) to torture from them the secrets of their power. Since then, he has used and abused his position to acquire a large collection of Jedi and Sith relics through means legal, illegal, and outright reprehensible. He has also secretly implanted himself with several cybernetic enhancements that mimic the abilities afforded by the Force (such as a miniature repulsor generator embedded in each hand).

As the years have gone by, his instability has only grown. He has sunk so deeply into obsession, narcissism, and megalomania that he believes that if he can claim the power of the Force for himself, he can use it to overthrow Palpatine and declare himself Emperor. Foolishly, he believes that Palpatine is unaware that he hopes to do this.

Preferred Oversector: 11 ("Blazing Claw")

Alternatives: Oversector 5 ("Shadow Hand"), Oversector 6 ("Black Sword")
 
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truly, we are hitting it out of the park in terms of incredibly star wars names :V
 
Grand Moff Byg Faruma

"It's a great business decision that also benefits all of our stakeholders, I don't expect the likes of you to process that." - Bacta Cartel CEO

Byg Faruma has a vision, a vision of a glorious, profitable future for The Emperor, The Empire, and himself (the order depends on who is asking). As Grand Moff of the 20th Oversector (Emerald Banner), he was placed in charge of two vital parts of the Empire: The production of Bacta on Thyferra, and the intersection of the Rimma Trade Route and Corellian Trade Spine. Unlike his predecessor, Faruma is able to see beyond the mundane ways to maintain order and commerce in the region and the galaxy at large. Bacta was a miracle substance used across the galaxy, but surely there were ways to make people reliant on it even more? To create a sense of addiction similar to spice in it's users, forcing them to empty their stockpiles faster, buy more of it and do so more often, that was the way forward. No matter what price they set, the galaxy would have to accept it. As for the great and loyal servants of the Emperor (or those who personally paid Faruma enough), they would be provided with a means of immunity to such issues, so long as their status didn't change in the meantime. For the rest, they could either pay up or see how well they did without. Byg Faruma wasn't here to run a charity after all.

Preferred Oversector: 20 ("Emerald Banner")
 
Grand Moff Lorn Ardan

Lorn Ardan was born from a noble family from Arkanis of the Regency Worlds, in the Outer Rims, he obtained the best education possible and when he made know of his wish to join the PDF of the Regency Worlds his parents send him to the Anaxes War College where he build friendships and contacts.

When the clone war started, he transferred to the Republic Navy and participated in multiple battles and campaigns which allowed him to rapidly rise in the ranks. These promotions allowed him to command a fleet during the Outer Rims Siege, the last campaign of the war where he finished one of the last remaining separatist fleets in orbit of Ryloth. This victory allowed him to be one of the candidates to become Grand Moff, a promotion that he will secure using his contacts and friends in the upper ranks of the Empire.

Grand Moff Lorn Ardan is many things, he is a good friend, a good husband, a good parent but he is ruthless and ambitious and will not show any pity for anyone who stands in his way. He is also intelligent but perfectionist, always expecting the best from anyone under his command. He does not hesitate to crush any rebellion to his rule and the rule of the empire with extreme brutality, massacring the rebels and sending the survivors and any sympathisers to work to their death. One of his favorite past time is to take command of his forces and crush a rebellion to his rule.

He has spent his time making his supersector a bastion of order, peace, and prosperity for anybody who remain loyal to the Empire and follow it's law. Evidently there is some people who don't want to follow the law and rebel, well like Grand Moff Lorn Ardan said "if they dislike so much the velvet glove then we shall see if they prefer the iron fist".

Preferred Oversector: 14 "Red Tails", 15 "Hook Nebula", 19 "Dark Saber"
 
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I thought about giving it a shot for a minute, but I am nowhere near enough of an asshole to make it as Grand Moff :)
 
Avaris Praji


Preferred Oversector: 8th Bright Jewel

Born to a distant branch of the influential House Praji, who can trace their lineage back to one of the founders of the Galactic Republic, Avaris had to work himself up with nothing more than his own two bare hands, and the millions of credits he inherited when his parents died in an unfortunate shuttle crash. In the immediate aftermath of the Clone Wars, he managed to greatly increase his personal fortune by using his family's connections to buy the confiscated assets of condemned traitors for cheap and then re-selling them at a much higher price.

But this was not enough for Avaris, who dreamed of attaining still greater riches. Through several bribes, he managed to secure for himself a governorship on a small planet in the Outer Rim, where he managed to impress the local Moff by more than quadrupling its income. That he managed to achieve this using unsustainable methods such as privatizing all state assets to corporations (who paid significant bribes to Avaris), selling large parts of the population into slavery and other short-term financial schemes, didn't matter. By the time the problems of his rule would manifest themselves, Avaris himself had already moved on to greener pastures, having used his previous success to attain the governorship of a more prosperous planet and leaving behind a mess for his successor to clean up.

This was a method he would keep using to climb the Imperial ranks with great success, eventually becoming the economic adviser to the Grand Moff of the Bright Jewel Oversector. Here, he would use all his skills at economic manipulation and financial trickery to work with the IGBC to ensure both the stability of the galactic economy and, more importantly, the profitability of his own businesses.

And when the Grand Moff died in a tragic hunting accident, Emperor Palpatine, in his unlimited wisdom, recognized that Avaris would be the perfect replacement. There will be no end to the wealth he can acquire! .... Right?
 
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Damn. Just a few hours and already 13 submissions. I was going back and forth if I wanted to play while doing chores but clearly you all have no doubts about your interest.
 
Grand Moff Valeria Ard Voidsong

Oversector Preferred: 14 "Red Tails:
Oversector runner-ups: 8 "Bright Jewel", "18 Night Hammer", 1 "Azure Hammer"

At the age of 16 Valeria was the 3 oldest child to the Voidsong trade company and one of the Grand Dukes of a moderately rich planet in the republic, and a newly commissioned officer in the Republic Judicial Forces. Her father was a veteran naval captain for her homeworld's SDF, and though he loved all his children, he never really had time form the third in line. She grew up listening to the tales of her family's military tradition of honor and excellence. This would cause her to take her chunk of inheritance and join the Judicial Forces thinking it would be a noble endeavor. Reality was swift to drown that naivety in the murky waters of reality. For years she rose up the ranks (with only some bribery greasing the wheels) and took command of her own Republic light assault cruiser at the age of 21, where over the next 3 years she proceeded to wipe out a dozen small pirate groups, 2 moderately sized pirate stations, and a (VERY poorly maintained) pirate owned Lucerhulk with the aid of a dozen other JF ships. After the beginning of the Civil war she was given first a Acclimator for the battle of Geonosis, and later a Venator for a history of excellent service (with minimal blackmail required!).

She served the Republic loyally and with distinction all throughout the Civil War, fighting pirates & the CIS throughout the galaxy, only ever losing 1 ship to enemy action. Then in the Galactic Empire she helped put down the last remnants of the CIS and the [REDACTED] of Kamino. Later on she did more pirate patrols to stamp out the vermin that had cropped up in the chaos of the Galactic situation, where she was later named a Moff for her dedication. But despite her focus on combat she was more than capable of crossing blades in the political arena. She had more than a few rivals and annoyances demoted, ridiculed, killed, or banished during her time as a Moff and it was this ability that helped her gain her future promotion to Grand Moff.
 
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Name: Dominic Mallax

What is a man without faith, faith in his friends, faith in his family, faith in himself? What sort of torture does a man endure not knowing his left from his right, not knowing whether he will save a man or strangle him. Whether his ideals will save more than it destroys.

Dominic Mallax is such a man, a man deeply intimate with the struggles of the soul. Born a third son of a minor Alderranian noble he faced a decision many third sons face, support the family in a tertiary role or chart his own course in war or in government. Mallax chose the blaster over the pen, a choice that he would never forget the importance of.

War deeply affected his worldview, the endless march of durasteel grinding into the defenders of the republic, worlds burned to ash, plagues unleashed in a desperate attempt at defense and lawlessness taking advantage of it all. The evil within the midst of the many.

When the Empire came to restore order Mallax gleefully swore allegiance. His soul he swore to the Emperor's will, to become an instrument of his designs. Mallax quickly distinguished himself through the clone wars and into the era of the Empire, his aristocratic lineage allowing him to quickly ingrain himself in the engines of government. Through it all behind every action the death and destruction wrought by war reminded him. Order was worth any cost.

Alderran burned, blasted to dust billions of lives snuffed out. The tortured screams of his people haunt him yet his sense of duty and more importantly his pride convincing himself that he alone can atone.

A new commendation, a new responsibility, more beings of every sort in need of protection in need of cultivation in need of the peace only the ordered function of the Imperial government can bring. It was worth any cost.

The crunch of glass as he strode across a razed rebel aligned city, the burnt imprint of a woman clutching her child.

The crunch of a paved road, a camp full of refugees fleeing the savagery of war. A thankful boy smiling happy to have fresh water to drink.

Through it all a single unifying thought.

Order is worth any cost



Preferred oversector: 9, 10, 4 or 1​
 
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