Star Wars(maps, apprentices, and other help needed)

Thresher, that's a good idea on the Gravshock weapon; I might use that.

Also, how do you think people oughta react if there is fear of the Jedi? Snubbings in cantinas, that sort of thing? If they think they can get away with it, full on mobs?
 

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blackshirt5 said:
Thresher, that's a good idea on the Gravshock weapon; I might use that.

Also, how do you think people oughta react if there is fear of the Jedi? Snubbings in cantinas, that sort of thing? If they think they can get away with it, full on mobs?

Depends on the era and location. In the Old Republic/Rise of the Empire era, well, just watch Episode II (the bar scene). People treat Jedi like we treat FBI agents. Disrespect is only likely in small, border worlds where local law is considered more important than galactic law, and Jedi would be 'outsiders'.

During the Rebellion, Jedi are unheard of. Mobs are actually likely, because someone proclaiming to be Jedi is trouble. Either they're faking it, which means they're brazen liars; or they really are, and Imperial troops are going to swarm the planet soon. Trying to get rid of the Jedi would be the first thing people would do; or, they might try to capture the Jedi, to see if there's a reward.

Finally, in the New Republic/NJO era, people would be... unpredictable. Some would welcome Jedi with open arms, as a force for good and order. Others remember what Vader did, and lump the Jedi in with evil. And yet others just resent any attempt to hold galactic law over their world, feeling a bit more independant after the Empire's iron fist is lifted.
 

blackshirt5 said:
Also, how do you think people oughta react if there is fear of the Jedi? Snubbings in cantinas, that sort of thing? If they think they can get away with it, full on mobs?

I can't see a mob occuring on any world, save perhaps the most backwater, anti-Jedi/Republic world on the Outer Rim. Nobody is really sure what a Jedi is capable of, and even at the best of times, I suspect that caused more than a little fear in most people.

I think it would take a great deal of motivation for a crowd to form to take out a Jedi, even in seedy cantinas. Even most criminals value their lives, and I think most would not risk fighting a Jedi if a scuffle broke out. Best to stay out of the way; better for business/living that way.

On the other hand, I can't see anything wrong people putting hits/bounties on Jedi. But that's more of an individual thing, and the reward would likely be very sizeable.
 


blackshirt5 said:
Lightsabers: It's going to be set in the New Republic, and it's going to be an all-Jedi campaign focusing on exploration, action, and enlightenment. The problem I'm having is this: How to make some of the Jedi distinct? Obviously, one way is with personality, but aside from that, I figured that the lightsaber would be an easy way to distinguish; since this isn't the Old Republic, they don't have all the knowledge of the Old Jedi Order, so I want all the lightsabers(at least for the PCs and the major NPCs) to be distinctive. Can you think of anything to help make sabers distinctive? Even if it's just a cool design on the handle or a strange color, as opposed to a special feature(like a blaster built into the handle, a call beacon for the ship, etc.), that'd be a great help for me.

Villains: I'm thinking of doing something with The Sith, possibly involving a new rise in the order, led by Lumiya and a reborn Darth Bane(his spirit is possessing a former Jedi Student); whee they've thrown out the Rule of Two, or taken to using Dark Jedi for their purposes. What suggestions do you have for the Sith? Anything? I don't have any of the books yet, but I've glanced through the Dark Side Sourcebook, so anything related to that could be cool.

Superweapons: Every good villainous plan needs a superweapon. I can't think of one. Could anybody help me on this?
Lightsabers: Make lightsabers that are other types of weapons than just swords. Light-halberds, for instance. I dunno -- the lightsaber is kinda iconic -- other than maybe some other colors and distinctive markings on the handle, I'd leave'em pretty much alone.

Villains: The Sith are the best villains around for Star Wars. Still, you have to be careful with them, so you're explanation for how they come back doesn't come out as hoaky. That seems to be the biggest risk for non-canon Sith.

Superweapons: "The ability to destroy a planet is insignificant next to the power of the Force..." Not every villainous plan needs a superweapon. ;)
 

Distinct Jedi:
One of the cool things about the New Republic is that the Jedi had to pretty much recruit whomever they could find with Force abilities. You could use the Force Adept class/multiclass and have a Jedi whose path in the Force started as some shamanism (they could even be from a low tech planet), was recruited by Luke's group and now being formally trained. Seems like you could get some cool distinction that way -- they may not even have a lightsaber, but some funky voodoo staff instead . :p
 
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Actually, although this one is going well, the next one that I run I think is gonna be set in the Old Republic during the Tales of the Jedi era, where the Jedi still knew a lot of the old stuff but were much free-er in their training and stuff.
 

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