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[SW Saga] The Second K'ril Incursion (OOC) [RE-RECRUITING]
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<blockquote data-quote="drothgery" data-source="post: 3842628" data-attributes="member: 360"><p><a href="https://www.enworld.org/index.php?threads/211222/" target="_blank">In Character Thread</a></p><p><a href="https://www.enworld.org/index.php?threads/210571/" target="_blank">Rogue's Gallery Thread</a></p><p></p><p></p><p></p><p>The Republic is assembling a team to investigate the source of this new threat, both from within the Jedi and from their own specialists. Their objective is to find out where these new K'ril are coming from, what their goals are, and if they have constructed yet another Star Forge, to find it so the Republic Fleet can destroy it.</p><p></p><p><strong>Timeline notes</strong></p><p>(for the purposes of this game)</p><p>~3950 BBY Revan destroys the Star Forge</p><p>~3940 BBY The Exile defeats Darth Traya</p><p>~3800 BBY Karil Valera's second Star Forge destroyed, ending the first K'ril Incursion (this actually is my tabletop game; only the first arc has been played out)</p><p>~3720 BBY Present day</p><p></p><p>There have been no major conflicts involving the Old Republic since the first K'ril Incursion, and were few between the Exile's conflicts with the Sith Lords and the first K'ril Incursion.</p><p></p><p><strong>Mechanics</strong></p><p></p><p>Available characters (you will be able to tweak the existing write-up some):</p><p></p><p><a href="http://www.enworld.org/showpost.php?p=3855360&postcount=2" target="_blank">Hawke Reyals</a>, Human Male Pilot</p><p>- Anyone taking over Hawke might want to rebuild him using <em>Starships of the Galaxy</em></p><p><a href="http://www.enworld.org/showpost.php?p=3863507&postcount=6" target="_blank">Sianni Amersu</a>, Twi'lek Female Mercenary</p><p><a href="http://www.enworld.org/showpost.php?p=4006461&postcount=8" target="_blank">Devan Ijatsi</a>, Human Male Corporate Scion</p><p>- Anyone taking over Devan will up him to 8th level, and can shuffle around some abilities, feats, and skills, but the Wealth, Connections, Engineer, and Educated talents, and the Tech Specialist and Starship Designer feats must stay</p><p><a href="http://www.enworld.org/showpost.php?p=4006461&postcount=8" target="_blank">Martina Antilles Ijatsi</a>, Human Female, Republic Special Forces (retired)</p><p>- Anyone taking over Martina will up her to 8th level, and can shuffle around her stats, but her preferred combat style is to wear armor and use a rifle</p><p>An unnamed young human male Republic Marine Corporal (not Force-sensitive)</p><p>- Will need a good back story to explain why he's 8th level at a young age, and doesn't have the rank to match his skill level</p><p></p><p>4-6 8th-level Star Wars Saga edition characters; no Dark Side characters, no Ewoks</p><p>30 point buy for non-droid characters; Droid PCs must have a vocabulator, be small or medium, and are 26 point buy.</p><p>3/4 max hit points on all normally rolled hit dice (d6 - alternate 4/5; d8 - 6; d10 - alternate 7/8; d12 - 9)</p><p>All official errata applies</p><p>Pick a general destiny; you'll start with 4 destiny points and maximum force points</p><p>All characters must be able to speak Basic; this means no Wookiees or Gamorreans</p><p></p><p>No species other than those in the core rulebook or web enhancements; I don't have the old Ultimate Alien Anthology, and the best online stat translation I know of refers directly back to that.</p><p></p><p>Exception: Any 'near-human' can be played using human stats.</p><p></p><p>The party will start with a small, armed space transport (similar to the <em>Ebon Hawk</em> or <em>Millenium Falcon</em>, though unless a wealthy PC invests in ship modifications, it will not be in the running for 'the fastest ship in the galaxy')</p><p>All characters except nobles with the Wealth talent start with 15,000 credits; nobles with the wealth talent have 80% of their bonus credits available</p><p>Licensing fees must be paid for licensed items (except by characters with the Connections talent)</p><p>Certain equipment is not available in the Old Republic era (no jetpacks; no holonet; droids and vehicles typically have less functionality for the same price)</p><p></p><p>Tech Specialist modified items are available for list price + twice the cost of the modifications. If you have the tech specialist feat, and so can make the modifications yourself, you can start with up to two self-modded items at list price + the cost of the modifications.</p><p></p><p>Assuming the game doesn't crash and burn before December, you will be able to rebuild your characters with material from <em>Starships of the Galaxy</em> after I get my copy (probably about a week after its release; Amazon takes time to ship things).</p><p></p><p><strong>House rules</strong></p><p>When you multi-class, you can choose to take skill training in one of the class skills of your new class instead of taking one starting feat from that class</p><p>Use fractional base attack bonuses - add up all your levels in 3/4 BAB classes and treat them as being in one class for puproses of determining your BAB</p><p>The Ithorian's Bellow ability costs a Force Point to use.</p><p></p><p><strong>Notes on Old Republic Jedi</strong></p><p>For purposes of this game, 'traditionally trained' Jedi are sent to a Jedi Enclave as young adults (see p. 110 for age range for your species), and, if accepted, are typically assigned to a Master in early adulthood. However, it's not at all uncommon for Jedi Masters to find and train Force Sensitives on their own, and it's not unknown for adults to be accepted into the order. Also, the Jedi Order of this time is nowhere near as ascetic as it would become by the time the Empire was established; it's not uncommon for Jedi to marry, or have other outside interests.</p><p></p><p>Jedi characters in this game can be Jedi Knights regardless of their class/level breakdown (if you want your character to still be a Padawan, another PC will be your character's master for training purposes).</p><p></p><p><strong>Non-Jedi Force Users</strong></p><p>Non-Jedi Force users are more common in the Old Republic of ~3720 BBY than they will be later for a lot of reasons. Hyperspace travel is slower than it will be in later eras, and there is no Holonet, so the Republic claims less territory. Although the outside world thinks the Jedi have pretty much recovered from the Jedi Civil War and the first K'ril incursion 150 years later (and 80 years ago), they still don't have the numbers they had before Exar Kun's war. And the Jedi of this time are generally less concerned with ensuring that all Force users are trained by the Order.</p><p></p><p>Most of these non-Jedi force users are 'wild talents' who aren't part of any formal tradition, picking up any training they have from an informal apprenticeship. Some non-Jedi traditions do exist, but except for the K'ril (who are the villians of the piece), I haven't (and won't) write up talent trees for them; if you want to use a house ruled talent tree, send me a hyperlink, and I'll make a ruling.</p><p></p><p>Note: The GM lives in California and therefore is on US Pacific time, and that he has a job, so long GM posts will typically be on evenings and weekends.</p></blockquote><p></p>
[QUOTE="drothgery, post: 3842628, member: 360"] [URL="https://www.enworld.org/index.php?threads/211222/"]In Character Thread[/URL] [URL="https://www.enworld.org/index.php?threads/210571/"]Rogue's Gallery Thread[/URL] The Republic is assembling a team to investigate the source of this new threat, both from within the Jedi and from their own specialists. Their objective is to find out where these new K'ril are coming from, what their goals are, and if they have constructed yet another Star Forge, to find it so the Republic Fleet can destroy it. [B]Timeline notes[/B] (for the purposes of this game) ~3950 BBY Revan destroys the Star Forge ~3940 BBY The Exile defeats Darth Traya ~3800 BBY Karil Valera's second Star Forge destroyed, ending the first K'ril Incursion (this actually is my tabletop game; only the first arc has been played out) ~3720 BBY Present day There have been no major conflicts involving the Old Republic since the first K'ril Incursion, and were few between the Exile's conflicts with the Sith Lords and the first K'ril Incursion. [B]Mechanics[/B] Available characters (you will be able to tweak the existing write-up some): [URL=http://www.enworld.org/showpost.php?p=3855360&postcount=2]Hawke Reyals[/URL], Human Male Pilot - Anyone taking over Hawke might want to rebuild him using [I]Starships of the Galaxy[/I] [URL=http://www.enworld.org/showpost.php?p=3863507&postcount=6]Sianni Amersu[/URL], Twi'lek Female Mercenary [URL=http://www.enworld.org/showpost.php?p=4006461&postcount=8]Devan Ijatsi[/URL], Human Male Corporate Scion - Anyone taking over Devan will up him to 8th level, and can shuffle around some abilities, feats, and skills, but the Wealth, Connections, Engineer, and Educated talents, and the Tech Specialist and Starship Designer feats must stay [URL=http://www.enworld.org/showpost.php?p=4006461&postcount=8]Martina Antilles Ijatsi[/URL], Human Female, Republic Special Forces (retired) - Anyone taking over Martina will up her to 8th level, and can shuffle around her stats, but her preferred combat style is to wear armor and use a rifle An unnamed young human male Republic Marine Corporal (not Force-sensitive) - Will need a good back story to explain why he's 8th level at a young age, and doesn't have the rank to match his skill level 4-6 8th-level Star Wars Saga edition characters; no Dark Side characters, no Ewoks 30 point buy for non-droid characters; Droid PCs must have a vocabulator, be small or medium, and are 26 point buy. 3/4 max hit points on all normally rolled hit dice (d6 - alternate 4/5; d8 - 6; d10 - alternate 7/8; d12 - 9) All official errata applies Pick a general destiny; you'll start with 4 destiny points and maximum force points All characters must be able to speak Basic; this means no Wookiees or Gamorreans No species other than those in the core rulebook or web enhancements; I don't have the old Ultimate Alien Anthology, and the best online stat translation I know of refers directly back to that. Exception: Any 'near-human' can be played using human stats. The party will start with a small, armed space transport (similar to the [I]Ebon Hawk[/I] or [I]Millenium Falcon[/I], though unless a wealthy PC invests in ship modifications, it will not be in the running for 'the fastest ship in the galaxy') All characters except nobles with the Wealth talent start with 15,000 credits; nobles with the wealth talent have 80% of their bonus credits available Licensing fees must be paid for licensed items (except by characters with the Connections talent) Certain equipment is not available in the Old Republic era (no jetpacks; no holonet; droids and vehicles typically have less functionality for the same price) Tech Specialist modified items are available for list price + twice the cost of the modifications. If you have the tech specialist feat, and so can make the modifications yourself, you can start with up to two self-modded items at list price + the cost of the modifications. Assuming the game doesn't crash and burn before December, you will be able to rebuild your characters with material from [I]Starships of the Galaxy[/I] after I get my copy (probably about a week after its release; Amazon takes time to ship things). [B]House rules[/B] When you multi-class, you can choose to take skill training in one of the class skills of your new class instead of taking one starting feat from that class Use fractional base attack bonuses - add up all your levels in 3/4 BAB classes and treat them as being in one class for puproses of determining your BAB The Ithorian's Bellow ability costs a Force Point to use. [B]Notes on Old Republic Jedi[/B] For purposes of this game, 'traditionally trained' Jedi are sent to a Jedi Enclave as young adults (see p. 110 for age range for your species), and, if accepted, are typically assigned to a Master in early adulthood. However, it's not at all uncommon for Jedi Masters to find and train Force Sensitives on their own, and it's not unknown for adults to be accepted into the order. Also, the Jedi Order of this time is nowhere near as ascetic as it would become by the time the Empire was established; it's not uncommon for Jedi to marry, or have other outside interests. Jedi characters in this game can be Jedi Knights regardless of their class/level breakdown (if you want your character to still be a Padawan, another PC will be your character's master for training purposes). [B]Non-Jedi Force Users[/B] Non-Jedi Force users are more common in the Old Republic of ~3720 BBY than they will be later for a lot of reasons. Hyperspace travel is slower than it will be in later eras, and there is no Holonet, so the Republic claims less territory. Although the outside world thinks the Jedi have pretty much recovered from the Jedi Civil War and the first K'ril incursion 150 years later (and 80 years ago), they still don't have the numbers they had before Exar Kun's war. And the Jedi of this time are generally less concerned with ensuring that all Force users are trained by the Order. Most of these non-Jedi force users are 'wild talents' who aren't part of any formal tradition, picking up any training they have from an informal apprenticeship. Some non-Jedi traditions do exist, but except for the K'ril (who are the villians of the piece), I haven't (and won't) write up talent trees for them; if you want to use a house ruled talent tree, send me a hyperlink, and I'll make a ruling. Note: The GM lives in California and therefore is on US Pacific time, and that he has a job, so long GM posts will typically be on evenings and weekends. [/QUOTE]
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