Republic Dark Age: A Star Wars Plan Quest

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The Republic Dark Age has begun as the Galactic Republic has effectively collapsed after centuries of decline. Only sheer inertia and the Jedi Order keep the Republic from being truly dead. Yet as the New Sith Empire begins to show its cracks as internal politics begins to breakdown into internal fighting, there are loyal Republic worlds that would rise to challenge of saving the Republic and the galaxy.
Opening Choices
Location
Southampton, Great Britain
Pronouns
He/Him
The Galactic Republic has collapsed and a Dark Age has fallen upon the galaxy. Since the beginning of the New Sith Wars nine centuries ago, the Republic had been in decline. Thousands of systems had been lost to the New Sith Empire and hundreds more had been abandoned as the Republic pulled back, no longer able to support or protect them. Sith, pirates, slavers and warlords prey upon the galaxy and the Republic is helpless to stop them.

The remnants of the Republic military struggles to protect the Core Worlds, the entire Outer Rim has been conceded to the New Sith Empire, the HoloNet no longer extends beyond the Core and the galactic economy has collapsed. Thousands of longstanding corporations have gone bankrupt over the last few centuries, sources of valuable raw materials have dried up and the Republic government has been increasingly overwhelmed. It has been a full three centuries since a non-Jedi held the position of Supreme Chancellor and it is to that position that the Senate has conceded all, but the last dregs of its power.

The only remaining light in the galaxy is the Jedi Order. Not only is the position of Supreme Chancellor held by members of the Order, but various Jedi Knights and Jedi Masters fight back valiantly against the Sith and other threats plaguing the galaxy. While the Jedi try to support existing governments, the current nature of the galaxy means that the Jedi increasingly become the government as all other legitimate authority collapses or is otherwise lost. In the most troubled sectors of the galaxy, the Supreme Chancellor is openly appointing Jedi to positions of power in the hope of stemming the flow of lawlessness and anarchy.

Yet not all hope is lost. As they always do, the Sith have begun to infight amongst themselves and while the Republic has collapsed, it is not gone. Twenty four thousand years of the Galactic Republic standing for freedom, liberty and democracy does not simply disappear and even as the Republic Age begins, there are still those out there that would champion the cause of the Republic and all that it stands for.

***​

Which world intends to begin efforts to restore the Republic and save the galaxy?
[] Alderaan

Renowned for its natural beauty, artistic culture and commitment to peace, Alderaan is recognised as one of the great Core Worlds and if Coruscant is the heart of the Republic then Alderaan is the soul of the Republic. With the effective collapse of the Republic and galactic society, Alderaan shall rise to the challenge of saving the Republic and the galaxy.
  • Planet of Beauty: Alderaan is famous for its arts and culture. Placing a high value on education, Alderaan is renowned for its works of art and luxury goods and it is respected within many political circles.
  • University of Aldera: The University of Aldera is one of the most renowned educational institutions in the galaxy. While the collapse of the Republic has handicapped it, the University of Aldera is a potent institution with lingering connections across the galaxy.
  • Alderaan Royal Engineers: One of the Founding Shipwrights, the Alderaan Royal Engineers aren't one of the big three, but they are pre-eminent shipbuilders in their own right. While quantity is limited by the local industry, quality is unmatched.

[] Anaxes
A bastion of Republic military might since the Galactic Republic was first founded, Anaxes is one of the few strongholds that the remnants of the Republic military have left. For twenty-four thousand years Anaxes has stood firm in the name of the Republic and its people have no intention of letting that change even in these dark times. Especially in these dark times.
  • Republic Navy War College: Anaxes is home to the galaxy's finest and most prestigious naval academy. The best Republic admirals and captains are trained at Anaxes and the collapse of the Republic hasn't diminished that.
  • Defender of the Core: Since the formation of the Republic, the Anaxes has been the primary fleet base for the Republic Navy. While the Republic Navy is in tatters these days, the greatest concentration of it is currently still at Anaxes.
  • Axum: Anaxes isn't the only inhabited world in the Axum system as Axum also orbits Solis Axum. While not an ecumenopolis, Axum is a heavily urbanised world with greater industrial output than Anaxes

[] Rendili
Home to one of the galaxy's biggest shipwrights, Rendili has always supplied the Republic Navy with warships. A heavily industrialised world with a population of six hundred billion, Rendili can churn out finished products so long as it is supplied with enough foodstuff and raw materials. For as long as the Republic has stood, Rendili has supplied it with military material and now Rendili intends to supply the efforts to save the Republic and the galaxy.
  • Rendili StarDrive: The latest incarnation of the Founding Shipwrights, Rendili StarDrive is one of the big three when it comes to shipbuilding in the Republic and the galaxy at large. Focused around building warships for the Republic Navy and local defence forces, Rendili StarDrive is an economic and industrial boon for Rendili.
  • Heavy Industry: Rendili is a heavily industrialised world with a lot of local production and manufacturing capability. While dependent on imports for food and raw materials to sustain itself, Rendili outputs a lot of finished goods.
    Breathing Room: While it is close to the frontlines, not being on super-hyperlanes means that Rendili takes a bit more effort to invade. Normally a negative as it reduces trade, the extra effort combined with easier and just as equally attractive targets such as Corellia, Alderaan, Kuat, Coruscant and Anaxes means Rendili won't be one of the first targets for the Sith Empire.

Who is the world appointing to head its treasury?
[] Hohl Malav

Hohl Malav is an experienced diplomat originating from Chandrila. A true believer in democracy and liberty, Hohl has done his best to serve the Republic in these dark times without compromising the pacifist ideals of his people. While this new position is a bit of a change compared to his previous career, Hohl has no intentions of letting down the Republic and the people depending on him.
  • Diplomat: +10 to Diplomacy Dice.
  • Well-Connected: +5 Political Support per turn, +5 Resources per turn, +1 Free Dice.
  • Pacifist: -10 to Military Dice.
  • Broad Focus: No more than four Dice can be assigned to one project in one turn.

[] Choth Muss
Choth Muss is a veteran admiral from Mon Cala. Joining the Republic Navy to fight back against the Sith, Choth has served proudly against the Dark Side menace. With his old command either destroyed in battle or split up to reinforce other remnants of the Republic Navy, Choth Muss is ready to continue protecting the Republic and its citizens.
  • Combat Veteran: +15 to Military Dice, +1 Military Die.
  • Shipbuilder: +5 to Industry Dice.
  • Military Lifer: -5 to Services Dice, -5 to Bureaucracy Dice.
  • War Focus: All Military Dice must be used each turn.

[] Beka Thamuna
Beka Thamuna is a self-made businesswoman and while her parents were born on Ryloth, she was raised on Coruscant. Talented enough to forge a small business empire even as the galactic economy collapses, Beka has thrown away her mercantile dreams to try and help save what is left of the Republic and the people of the galaxy.
  • Businesswoman: +5 to Industry Dice, +5 to Infrastructure Dice.
  • Administrator: +10 to Bureaucracy Dice, +1 Bureaucracy Die.
  • Overspecialised: -5 to Diplomacy Dice, -5 to Military Dice.
  • Build Focus: All available Resources must be spent each turn.

***​

A new Star Wars quest set in the tailend of the New Sith Wars at the start of the Republic Dark Age. The year is 1100 BBY and the Republic is on its last legs while the Jedi Lords are just entering in full swing. The only reason it still exists at this point is twenty-four thousand years of inertia and the Jedi doing their thing.

This is picking the basics of the quest. While picking your character is important, your world is just as important if not more so. You will eventually have the chance to change your character, but your choice of planet is final and in addition to shaping your initial actions, it will also determine your initial status. While future votes will be mostly plan-based, this opening vote will not involve any plans.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel free to ask questions for more details and information.
 
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Mechanics
Mechanics
The Quest uses a variation of the Planquest format as popularized by Ithillid's GDIQuest and Blackstar's VNKhQuest. Each turn readers create plans, allocating Dice and the required Resources to projects in a variety of categories. The number of Dice available in each category specified in the category header. Projects are divided into the following categories:
-Infrastructure
-Industry
-Cloning
-Training
-Research
-Administration

Sample Plan:
[ ]Plan XYZ
Infrastructure 3/3 Dice used, X+Y Resources
-[ ]Project A 2 Dice, X Resources
-[ ]Project B 1 Die, Y Resources
Industry 1/3 Dice used, Z Resources
-[ ]Project C 1 Dice, Z Resources

Total: X+Y+Z Resources

After closing the vote, I will roll the dice assigned to each project and the result, plus the per-dice roll bonus, is added to the projects progress bar. A natural roll of 1 or 100 is either a critical failure or a critical success that will result in a malus or bonus of some kind. This Quest uses four year plans with four turns per year, representing one quarter each, for a total of 16 turns before Budget and Plan goals are negotiated again.

Certain projects either give or require Political Support, shortened to PS, which represent the amount of favours and goodwill you have with various entities with your part of the Republic. Having low PS is bad, but will not inherently lead to a game over. That said, getting too low on PS without some seriously good results can lead to your character getting replaced.

There are a number of stats to keep track of, including but not limited in this case to Logistics, Trade and Consumer Goods. Due to the high tech levels of the Star Wars universe and the organised nature of this government organisation, these numbers will be mostly accurate. Negative stats is bad of course while neutral represents meeting demand for the operations the organisation wants to perform, but having a large surplus in the form of positive stats is preferable.

Resources will be given at the start of each plan. While you don't necessarily have to spend all of your Resources, you cannot spend more than you have and any plan that spends more Resources than you currently have will be invalid.

Philosophy
While this is a mechanics heavy quest, the numbers exist to support the narrative, not the other way around. The narrative is important, read it, make observations, don't just be satisfied with "number positive". The numbers I give are not perfect and are subject to in-character bias.
 
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Let's buck the bandwagon a little.

[X] Alderaan
[X] Beka Thamuna
 
A clear lead huh?

Adhoc vote count started by LollipoPReapeR on Oct 10, 2021 at 10:23 AM, finished with 17 posts and 15 votes.
 
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