Knights of the Old Republic - OCC

Karl Green

First Post
Also tired of waiting for a Star Wars Saga game... BUT see below ;)

A long time ago, in a galaxy far, far away…

THE HISS’AGOTH INSURRECTION


It was suppose to be a time of peace for the Galaxy… 40 years after the Sith Wars, the Republic and the Jedi have slowly recovered from those dark days when fallen Jedi almost destroyed everything… making right that which the fallen had so damaged.

Slowly the had Republic started exploring and expanding once again, into the unknown with a renewed sense of joy and optimism. A new golden age was promised and seemed to be at hand. But then dark rumors began… Mandalorian Raiders and pirates were said to be attacking Outer Rim worlds and colonies. Separatists and rebels threatened peaceful worlds with strange and unreasonable demands. Criminal organizations were said to be buying off corrupt politicians in the Republic Senate and an increased in smuggling and slavery. And there were even rumors of Jedi again falling too darkness and the return of the Sith…

On the Mid-Rim world of Devlak V, young Jedi on their final steps before Knighthood are about to be sent to the troubled system of Hiss’agoth, where the native species have demanding the removal of all ‘aliens’ from their planets’ surface. They have blown up the local HyperJump HaloNet Beacon junction, effectively cutting the system off from most Republic ships without advanced Nav Computer systems. Historgoth Core is the prime location for the mining and refinement of Gidden-Blue Ore, an important coolant for most models of Hyperdrives and vital for trade within that region of the Republic.

Now the emboldened Hiss’agoth rebels have threatened to destroy the main Jump Beacon station at Bogden along the Hydian Way HyperJump, perhaps destroying the entire relay beacon system from the Expanse Region and outward…


OK first off, I suck at running PBP games, but I really REALLY like the new Star Wars SAGA stuff but no one else I game with face-to-face is really into Star Wars right now… so I am thinking about running a ‘short’ intro story arch to see what happens and then if all goes well and people stick with it (myself include) I will keep running short stories that are tied together into the larger story I have been thinking about.

The game would be set 40 years after the so called Sith Wars but before any of the events in the computer games Knights of the old Republic (including the so called ‘Mandalorian Wars’)… in fact I will probably changes them around to fit my ‘idea’ of what is going to happen. If the game continues we will lead into them.

The characters (3 or 4, I am thinking) will all be Jedi Padawans under Master Nomi Sunrider on the Mid-Rim world of Devlak V. Master Sunrider is a Human Female in her mid-70’s who was one of the main heroes of the Sith Wars. There are two other teachers and another score or so of other students at the training facility. The players are some of Nomi’s most talented students, nearing the completion of their training and Knighthood. But before that, Nomi has a mission for them…

NOTES for the ‘Tales’ setting…
1. Technology is fairly similar to all of Star Wars but a bit more primitive – Blaster Weapons in the Equipment section have ½ the shots listed there. Starship Hyper-drives take twice as long as listed (and I will be changing the names to better reflect the Tales era). Also most ships do not have HyperDrive Nav Computers, instead relying on the HyperJump HaloNet Beacon network. These ‘jump beacons’, along with the HaloNet systems, allows for safe passage through Hyperspace. When plotting a course, assume that any systems with a HaloNet connection is also connected to the HyperJump system and that in affect the ship has a Nav Computer. Generally only Republic Navy Capital Ships of the Line have nav computer systems which are huge and very complex machines.
2. The Jedi Order is far less restrictive then in the Prequel Era – Jedi Masters teach as many Padawans as they feel they can and Jedi Knights are allowed to follow any path they wish. Padawans are also far more likely to come to the Jedi later in life, very few are raised from childhood in the Order. It is believed at this time that one should have some experiences. The Jedi are also allowed to marry and have children, for the structures and edicts of the Order are not as developed yet.
3. A Master or the Jedi Knight might request aid from another Knight but they do not ‘order’ each other around. Padawans are still under the responsibility of their teachers until deemed fit for Knighthood but otherwise don’t restrict their students overly much.
4. The Jedi are far more dispersed in this time period. After the destruction of Ossus, the Jedi have moved out into the outer reaches of the Republic to set up smaller learning and training centers. The most important is on Dantooine, but there are many others. There is also a small training facility and library at Republic City, on Coruscant.
5. The relationship between the Republic and the Jedi is far less formal then in the Prequel Era, the Republic or the Jedi might ‘request’ aid from each other and the assistances is generally agreed to, but no one is ‘ordered’ or ‘assigned’ to a mission by either group.
6. The Republic also has a military and stellar navy at this time called the Republican Army and Navy. (see Wiki link for what some common ones looks like)
http://starwars.wikia.com/wiki/Image:Republiccommandship.JPG
http://en.wikipedia.org/wiki/List_of_Star_Wars_capital_ships#Endar_Spire


NOTES and HOUSERULES for this game…
1. The game will be an all Jedi game, but I might allow a non-Jedi if someone wants to play one. Especially appropriate would be pilots, guides, etc.
2. Most Jedi were not raised in the Jedi traditions and as such many have levels in class other then Jedi at first level. It is up to you if you wish to multiclass into a Jedi or not but you are allowed (in fact encouraged, see below) to take your first class in something else.
3. PRESTIGE CLASSES – to qualify for the Jedi Knight requirement is 7th level Heroic class (not +7 base attack)
4. CRAFTING A LIGHTSABER – can be attempted before 7th level, but only if you are also trained in Mechanics. If so the character can be considered to have crafted his or her own lightsaber at the start of the game.

CHARACTER CREATION
1. Heroic Level of 6th
2. 30 point buying for Attributes (remember to add +1 to two attributes from 4th level)
3. Gain the Force Sensitive feat for free (remember that when you multi-class you get to pick one feat from the new Heroic class’s list).
4. Start with the maximum Credits from your 1st class. If you would like something more let me know and we might work that out.


NEW SPECIES
There are a new of different species found in this time period, but I am not going to cover them all. Three that played important roles in the Tales of the Jedi and Sith War setting are as follows and open for characters. All other Species listed in the Core SAGA rules area also allowed except Ewoks and Gungans. NOTE that if you have another race in mind, such as the Ortolan or the Voltan, let me know and maybe we can work them up.

CATHAR
The Cathar are a race of feline humanoids. The males are large and have a lion’s mane-like hair and short tusks on the sides of their mouths. Males tend toward war, while the females tend toward more “governing/civil” roles. Overall their culture is fairly war-like, but they have a finely honed sense of personal and group honor. Of course, many Cathar have a very hard time controlling their temper, especially when they feel that honor is being threatened or questioned.
Personality: Aggressive, quick to anger, impulsive, brave, honor-bond.
Physical Description: Feline humanoids. The males are large (average 2 meters tall and 120 kg of weight) and have a lion’s mane-like hair and short tusks on the sides of their mouths. Females are smaller (average 1.8 meters tall and 80 kg of weight) with light manes. They have a maturity rate and life span similar to humans
Homeworld: Cathan in the Expansion Region of space.
Example Names: Barvergo, Carado, Derrkoat, Housten, Largo, Slyvar, Xergendo
Adventures: Many landless Cathars take to the space lanes to make their way as soldiers and guards for different groups. They almost always travel in mated pairs (they mate for life and do not like being separated from their “heart” for long).
Attribute Modifiers: Male Cathars gain +2 to Strength but -2 to Intelligence and Wisdom. Female Cathars gain +2 to Dexterity but -2 to Intelligence and Wisdom.
Medium Size and Speed: 6 squares
Claws: Do 1d4 base damage and considered ‘armed’ when making unarmed attacks with them. Also if a Cathar takes the Martial Arts feat, the damage dice is increased by one step (i.e. Martial Arts II would do 1d8 damage).
Scent: Cathar has a keen sense of smell. At close range (10 squares), Cathar can ignore concealment and cover for purposes of Perception checks, and they take no penalty from poor visibility when tracking.
Automatic Languages: Cathense and Basic

MIRALUKA
Miraluka closely resemble humans, except that they have non-functioning, milky-white eyes. They have developed a limited force ability that allows them to see though. Many can also develop the full range of Force powers and skills, and a number of them have become Jedi. The rest are content to work with what they have a hone this ability to near perfection (they learn to see through walls, detect fine detail, and even distinguish between differences in color!) The Miraluka are mostly peaceful and non-violent except when defending their love-ones and friends. Then they can be terrible warriors, fighting to their last breath if only to save another person.
Personality: Calm, peaceful, thoughtful, non-violent.
Physical Description: Miralukas are basically human except for their blind, milk-white eyes. While Miraluka mature at about the same rate as humans they tend to live about twice as long on average (around 200 years).
Homeworld: dark planet of Alpheridies within the Veil out on the Galactic Frontier.
First Names: Beranas, Calesa, Hoangen, Laseren, Nassa, Ossona, Shoanes
Family Names: Alsho, Boocan, Culu, Duom, Eco, Folco, Gorlo, Malen, Roso, Woro
Adventures: Are very rare among the Miraluka, but occasional one will leave in search of Jedi teachings or to explore the universe.
Attribute Modifiers: Miraluka gain +2 to Wisdom and Charisma but are -2 to Strength.
Medium Size and Speed: 6 squares
Force Sight: the Miralukas are blind, but have learned how to perceive their surrounds with the Force. They can Use the Force skill instead of Perception for all related skill tests. They can even read and ‘see’ computer displays with this ability. They are considered ‘trained’ for any skill test and can ignore concealment and cover for the purpose of Perception checks unless the Force is somehow blocked.
Bonus Trained Skill (Use the Force): The Miralukas are very ‘aware’ of the Force and as such gain the Use the Force skill for free. However, with out the full Force Sensitive feat, they can only use this skill for Force Sight (see above). If the Miraluka has the Force Sensitive feat that they are skill in all other affects of the Use the Force skill.
Automatic Languages: Miralukese and Basic

NAZZAR
A fairly large and blocky humanoid race with equine facial features, the Nazzar have short fur that ranges in color from light gray to deep blue-black. Nazzar are general very secluded from other races as they see as “tainted” and they often destroy anything they think might be blasphemous or threatening to their “pure” culture. Their religion teaches deference to priest, honor, humility, and the idea that the group must always come before the individual.
Personality: Determined, dedicated, fanatic, focused, loyal, single minded, stubborn
Physical Description: averaging around 2 meters tall and weighing over 110kg, the Nazzar are fairly tall and bulky. They have light fur that covers their whole body and a very equine-like elongated face.
Homeworld: the terrestrial planet of Nazzri out in the Galactic Frontier.
Names (no real order of first or last/family names): Axxl Weg, Cewg Eq, Lxx Keq, Qrrl Toq, Szzie Xonq
Adventures: Those found outside their home systems are generally exiles or preachers who strive to spread their religion, Ulizran.
Attribute Modifiers: Nazzar gain +2 to their Strength but -2 to their Dexterity.
Medium Size and Speed: 6 squares
Heightened Senses: Having a strong sense of survival instincts, the Nazzar may chose to reroll any Perception check, but the result of the reroll must be accepted even if it is worst.
Conditional Bonus Feat: The Nazzar must learn to survive in the wildness. A Nazzar with Survival as a trained skill gains Skill Focus (Survival) as a bonus feat.
Automatic Languages: Nazzaric and Basic

NEW FORCE POWERS
The following are all rare powers, even in this Era. As such I would prefer no more the one person have any of them and that no one character possess more then one of them…

BEAST TONGUES
This power grants the user the ability to speak with animals (Intelligence 1 or 2) through the Force. Time: Standard action. Target: One animal within close range (10 squares) of you that you can see.
Make a Use the Force check. Most beast don’t have a language per say, only convey simple ideas, but you can Use the Force skill to act as the Deceive or the Persuade skill and treat it as ‘skilled’ when dealing with Animals.
Special: If you spend a Force Point when interacting with an animal, you may improve the targets attitude by one step, plus one additional step for every 5 points by which your Use the Force check exceeded the targets Will Defense.

INSTINCTUAL ASTROGATION
You have the ability to plot a course through hyperspace without benefit of a nav-computer or the Hyper-Space Beacon. Time: Full Round action. Target: You
Make a Use the Force check. the Force user can Use the Force instead of Use Computers to plotting an astrogation course (see rulebook pg. 237). Also see the result of the Use the Force skill check to negate some of the penalties…
DC 15 negates the penalty for ‘no HoloNet access’.
DC 20 negates the penalty for either ‘No nav computer used’ or ‘Attempt to make check in 1 round’
DC 25 negates all penalties and even if the ship does not process a Nav Computer, gain the +5 bonus as if you where using one.
Special: by spending a Force point after you have successfully plotted an astrogation course, the Force Users ‘memorizes’ the coordinates to that particular location or planet and can plot a new astrogation course with a +10 bonus in the future (with either Use Computers or Use the Force – Instinctual Astrogation).

PSYCHOMETRY
This is the rare ability to see into an object past and future by touching it and focusing onto its’ aura through the Force. Time: Full Round action or longer. Target: one object and those who have handled it in the past or whom might in the future.
Make a Use the Force check. If your check is less then any of the past or future Target’s Will Defense, the force user gains no information about them, nor can you use this Power again against this target for a weeks time. If the user beats some Target’s defense but not others, they gain the info about those it exceeded. If you exceed their Will Defense you get a vision of them while their were in procession of the item and what they were doing at the time. If you beat their Will defense by 5, you can tell if they handled the item in the past and/or the future and a sense of if they are still alive, dead or have not yet been born. If you beat their Will defense by 10 you can get a sense of their feelings and thoughts, but generally only the basics (like maybe an idea of where they are now, etc).
Special: If you successfully use this Force power, you can spend a Force Point a gain a clear mental image of one specific target’s ‘present’ surroundings as well as other creatures and objects with 6 squares of them. If the target is dead, you might get their grave while those not born you might see one of their parents, etc.


The following is the character sheet that I would like everyone to use when creating a character. You can change the colors around as you like. Note that the items in Red should be filled in (and the color can be dropped if you want) and those items in Gray are for notes, etc and the color should be dropped and they should be deleted if the character has nothing for this section.


Name

Size Male/Female Race Class(es) Levels, CL6
Destiny 1; Force Points 8; notes that might affect Destiny or Force Points
Init +xx; Perception +xx; Use the Force: +xx
Languages notes if any special restrictions
–––––––––––––––––––––––––
Defense Reflex: xx (flat-footed xx); Fortitude: xx; Will: xx; notes, like Block, Deflect, etc
Hit Points: xx Threshold: xx
notes on Immunities and special resistances
–––––––––––––––––––––––––
Speed xx squares
Base Attack Bonus +xx, Grp +xx
Melee Lightsaber +xx notes like Dual Weapon or Rapid Strike
Melee any other melee weapon and notes
Ranged any ranged weapon attack and notes
Atk Options any options and/or modifiers from Feats, powers, etc
Special Abilities from Feats, Powers, Racial abilities, etc
Force Powers Known (Use the Force +xx):
Force Secrets: none
Force Techniques: none
–––––––––––––––––––––––––
Abilities: Str, Dex, Con, Int, Wis, Cha
Talents:
Feats:
Skills:
Possessions:
–––––––––––––––––––––––––
Experience 10,000
–––––––––––––––––––––––––
Height xxm, Weight xxkg

Background


OK that’s it for now. If I get some bites I will post the basic ‘Intro’ and Story scroll for the game ;)

Thoughts??? Ideas, rants, etc.
 
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Rhun

First Post
As much as I would like to play, I don't have the Saga Edition yet, and probably won't pick it up for some time. Have fun with the game, though! It sounds great.
 


ValenarJaeldira

First Post
Jamin Starke

Medium Male Human Soldier 5/Jedi 1, CL6
Destiny 1; Force Points 8
Init +4; Perception +10; Use the Force: +9
Languages Basic
–––––––––––––––––––––––––
Defense Reflex: 20 (flat-footed 19); Fortitude: 20; Will: 19; Improved Armored Defense
Hit Points: 69 Threshold: 20
Damage Reduction 10 (1 mnute, 1 force point)
–––––––––––––––––––––––––
Speed 6 squares
Base Attack Bonus +6, Grp +9
Melee Lightsaber +11 (2d8+11) or
Melee Lightsaber +11 (3d8+11) Mighty Swing
Ranged Blaster Pistol +7 (3d8+3)
Atk Options Mighty Swing, Power Attack
Special Abilities Great Cleave
Force Powers Known (Use the Force +9): Force Slam, Force Stun, Surge
–––––––––––––––––––––––––
Abilities: Str 16, Dex 13, Con 14, Int 10, Wis 14, Cha 12
Talents: Armored Defense, Damage Reduction 10, Improved Armored Defense, Weapon Specialization (Lightsabers)
Feats: Armor Proficiency (light, medium), Cleave, Force Sensitive, Force Training, Great Cleave, Mighty Swing, Power Attack, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills: Endurance +10, Mechanics +8, Perception +10, Use the Force +9
Possessions: Silver-bladed Lightsaber (self-made), Combat Jumpsuit, lightsaber energy cell, Toolkit, Blaster rifle (non-retractable stock), rifle holster, lightsaber hip holster, blaster power pack x2, 50 credits
–––––––––––––––––––––––––
Experience 10,000
–––––––––––––––––––––––––
Height 2m, Weight 85kg

Background

Jamin served in the Republican Army for a brief stint, and was counted quite good with a sword, but his uncanny ability to ocasionally take blows that would seirously damage another person and hardly be hurt truly set him off from everyone else. Before his time in the military was up, he trained with a local Jedi, Codor Smalla, and learned simple force techniques that made him a better warrior, and helped him physically control his own body with extreme precision. Eventually, Codor told him that he couldn't help him become a true Jedi; to do that Jamin must find a true Jedi Master for training. When Jamin's military service was finally up, Codor sent Jamin to Nomi Sunrider on Devlak V.

There, Jamin, as good a swordsman as he was, just couldn't "get" the lightsaber. It felt all wrong to him-the weightlessness of the blade, the lack of resistance as it cut through the air, all caused him to be clumsy. In the dark of night, over the course of a month, Jamin found some old lightsaber parts and starting trying to figure out how these lightsabers truly worked. As he understood what was inside, he very quickly began to grasp the details of lightsaber combat, and once he had finally completed his own lightsaber from the scraps he had collected, combined with a crystal he had always worn-a gift from his mother-his lightsaber training was complete-he was as proficient a lightsaber duelist as he ever was with a regular blade.

Jamin is a tall, well-built man with tanned skin, wavy brown hair, and green eyes. During training and combat exercises wears a white armored jumpsuit under his black sleeveless Jedi tunic. He wears black combat gloves that come most of the way down his forearm. His loose-fitting black pants are tucked into knee-high combat boots. He wears his old sevice rifle slung across his back and his lightsaber on his left hip. He also has a variety of tools and pouches containing smaller tools on his belt.

Other comments: Armor is still expensive, but I am much happier with my combat jumpsuit. Ultimately, I wanna aquire some medium battle armor.

Jamin will be a very straight-foward Combat Jedi with few moral ambiguities-he will tend to see things in black and white (symbolized in his outfit's color scheme) and act accordingly.
 
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Karl Green

First Post
ValenarJaeldira said:
Other comments: I would love to have better armor than the Blast Helmet/Vest option, but with so few credits, a lightsaber and side-arm to buy, and the fact that armor is freaking expensive, preclude that. If you wanna give me an upgrade, I would love it, but it is not necessary. Jamin will be a very straight-foward Combat Jedi with few moral ambiguities-he will tend to see things in black and white (symbolized in his outfit's color scheme) and act accordingly.

Your lightsaber is for free, provide by Master Nomi. Let me look at armor upgrades BUT others he looks pretty cool...
 



Maeglin

First Post
This sounds interesting!

I just got the book myself, though, and am in the process of reading through it.

I should be able to get a character sheet ready over the weekend.

I would really like to play a human Jedi 6, though, if you don't mind.

Elan Xandar Renn

Medium Male Human Jedi 6, CL6

Abilities: Str 12, Dex 16, Con 13, Int 10, Wis14, Cha 14

Trained Skills: Use the Force, Acrobatics, Perception

That's all I have for now, though ;) Must keep on reading...

Thanks,

Maeglin
 

Karl Green

First Post
Maeglin said:
This sounds interesting!

I just got the book myself, though, and am in the process of reading through it.

I should be able to get a character sheet ready over the weekend.

I would really like to play a human Jedi 6, though, if you don't mind.

Elan Xandar Renn

Maeglin

Yes you can have all 6 levels be Jedi if you wish... one (or both) of your parents where probably Jedi then and you were raised in the tradition .
Sound Goods so far also :) Let me know if you need any help. It is pretty easy once you get the first read through I think
 

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