Story LARPs at Galactic Civil War
Immersive, always-on roleplay where the galaxy runs 24/7. Players stay in-character during the course of events, taking jobs, running missions, trading, following their Army's chain of command and shaping the story through their actions.
Key Features:
Key Features:
- Continuous Play – The game never pauses; events unfold in real time.
- Faction Missions & Jobs – Contracts, smuggling, bounty hunts, and diplomacy affect the war.
- Economy & Upgrades – Earn and spend credits on gear, intel, and influence.
- Dynamic NPCs – Merchants, officers, and underworld figures react to your choices.
- Lasting Consequences – Your successes and failures change the game world.
Unaffiliated Players: Role & Mechanics
- Who counts as Unaffiliated?
Anyone whose costume doesn’t clearly follow Imperial or Rebel uniform standards—think mercenaries, bounty hunters, Mandalorians, outlaws, and other galactic drifters. - What gameplay functions do they have?
- Independent path: Unlike Rebel or Imperial players, they have no faction allegiance or steady income. They must seek gigs from NPCs—such as shopkeepers, guilds, or local citizens—to earn credits.
- High cost of downtime: Upon elimination, Unaffiliated players respawn at a Bacta Clinic—but must pay credits to do so.
Sub-Factions
Several Sub-Factions exist, gaining favor and ultimately affiliation with these Sub-Factions can grant your character additional opportunities or special perks that can help them in-game, but it can also close doors with rivals, or even paint a target on your back.
NOTE: The affiliation with these Sub-Factions is granted solely on your actions, and through your actions you may also lose affiliation!
KNOWN Sub-Factions
-Hutt Cartel
-Malgun
-Pyke Syndicate
-Bounty Hunter's Guild
-Mercenaries Guild
-Mandalorian Protectors
-Perla Corporation
-Black Sun
NOTE: The affiliation with these Sub-Factions is granted solely on your actions, and through your actions you may also lose affiliation!
KNOWN Sub-Factions
-Hutt Cartel
-Malgun
-Pyke Syndicate
-Bounty Hunter's Guild
-Mercenaries Guild
-Mandalorian Protectors
-Perla Corporation
-Black Sun
STORY LARP Mechanics
HEAT
What It Is:
- Shows how notorious your character is in the criminal underworld.
- Represented by orange armbands/leg bands (1 per HEAT Rank).
- More HEAT = more jobs & payouts, but also marks you as a target for Bounty Hunters.
- +1 HEAT issued for completing NPC criminal jobs (smuggling, burglary, piracy, unauthorized slicing, assassinations).
- Imperial/Perla characters issue +1 HEAT on players that touch eliminate them during their bleedouts. The HEAT band is to be issued while the touch elimination is occuring.
- Imperial/Perla Officers may issue multiple HEAT bands if they catch you committing illegal acts. These bands can be issued while the offending player is alive, in bleedout or eliminated.
- Certain NPCs can also issue HEAT if they witness crimes.
- 4 bands (one per limb).
- At 4 HEAT, you may get a tracking FOB placed on you. HEAT bands are removed, but you stay at Rank 4 until a Bounty Hunter with a tracking remote captures you.
- Lay Low – Interact with certain NPCs/immersion players (e.g., Casino safehouse). Band marked with removal time: 45 min per band.
- Brought in by Bounty Hunter – Pay:
- 1 band: 200 credits
- 2 bands: 400 credits
- 3 bands: 800 credits
- 4 bands: 1600 credits
- Can’t Pay – 30 min jail time per HEAT band (BHG or Imperial cell).
Bounty Hunters Guild
Bounty Hunters’ Guild (Story LARP) Joining:
- No HEAT? Buy a license from Quarry Master for 1000 credits.
- Start at Rank 1, max Rank 4.
- Can only capture targets with HEAT ≤ your Rank (teams can combine ranks).
- Bring in a bounty with HEAT equal to or higher than your Rank.
- Check in as ACTIVE at the Guild (get blue armband – must be visible).
- Go off-duty by returning armband.
- Receive tips on high-value targets at the guild.
- Imperial command may to put out bounties on specific characters through the BHG. These targets must have HEAT to be captured by Hunters and should be brought directly to Imperial Command to be completed.
- Targets may surrender or resist.
- If in bleedout, place a hand on them and state you’re bringing them in (Rank must be sufficient).
- In safe zones, same process without combat.
- Weapons disabled in custody.
- If Hunters die before reaching the Guild, quarry escapes.
- 1 HEAT: 100 credits
- 2 HEAT: 200 credits
- 3 HEAT: 400 credits
- 4 HEAT: 800 credits
- Teams split rewards.
- High Rank Hunters may get tracking remotes for high-value targets.
- If you gain HEAT while ACTIVE, you lose your ACTIVE band and license.
- The ACTIVE band can be turned into the Guild for a 200-credit reward by person who confiscated the band.
- Hunter Rank resets; you can’t buy a new license for the rest of the event.