Empire Ascendant

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This is the wiki for Empire Ascendant, a Star Wars the Roleplaying Game 1st Edition (West End Games) campaign set in the very beginnings of the Galactic Civil War era, between Episodes 3 and 4.

It is the individual player's responsibility to maintain their own wiki entries. If it is not listed on the wiki the character does not have it.

Gaming Threads:

Player Characters and Plot Hooks[edit]

Blank Character Sheet Template for Star Wars d6 1st Edition[edit]

Carilla West[edit]

Female Miralukan Minor Jedi (played by Shawn_Hagen)

  • Jedi Master Jesseel never brought Carilla to the Jedi Temple Coruscant, and was murdered by his Clone Troopers on Kashyyk before finishing her training.

Fenya Gallant[edit]

Female Arkanian Offshoot Smuggler (played by MarianLH)

  • Owes 25,000 credits to a mysterious backer, who occasionally gets her legit work, but also has her transport passengers...no questions asked.
  • Alerted by an underworld contact that the original owner of the Rim Dancer - a Wookiee named Monlambac - has recently been released from prison, probably due to overcrowding thanks to the fall of the Separatists.
  • Recognized Vyrim's pursuers, but hasn't let on to that fact.

Contacts[edit]

Kel Jorwal[edit]

Male Human Rebel Noblemen (played by Rex)

  • Grew up on Coruscant and spent some time in the military, attaining the rank of Captain in a ground speeder recon unit.
  • Becoming quickly disgruntled by Palpatine's blatant -- and perhaps willful -- ignorance of political etiquette since obtaining emergency powers throughout the Clone Wars.

R2-42[edit]

R2 Astromech Droid (played by Darth Illithid)

  • Vyrim's R2 unit, custom programmed as a servant droid in addition to the usual technical role of an R2 unit.

Sarasto Tharion III[edit]

Male Human Young Rebel Senator (played by Kiriath)

  • Homeworld of Yir Tangee (L8) is a target of the new Empire, as they want to cleanse its noble houses of any Separatist allegiances.
  • Son of the jealous, ineffectual Sarasto II and his wife compassionate wife Daemorra, wealthy business owners.
  • Nephew of Delza Tharion, the patriarch of House Tharion, whose son Dreks is the black sheep of the family.

Vyrim Jade[edit]

Male Human Tongue-Tied Engineer (played by James_Sure_Would)

  • Family was murdered by mysterious thugs (as far as he knows).

Xilaren Myndraav[edit]

Female Human Bounty Hunter (played by t@nya)

  • Hired by a mysterious representative of House Tharion's Delza Tharion requesting that Sarasto be brought to Tharion Estates on Yir Tangee.
  • Baroness of the Barony of Myndrav on the planet Mossak

The Deceased and Departed[edit]

Alcran Festalis (bertrandhussle) -- Male Human Failed Jedi (departed)

  • Space for Player Character 1 -- Gender / Species / Template
  • Space for Player Character 2 -- Gender / Species / Template
  • Space for Player Character 3 -- Gender / Species / Template
  • Space for Player Character 4 -- Gender / Species / Template

Non-Player Characters and Important Locations[edit]

Locales and Maps[edit]

Deck Plans and Player Handouts[edit]

Sabaac Rules for Star Wars D6[edit]

Smuggling and Piracy for Star Wars D6[edit]

The Rim Dancer[edit]

The Rim Dancer

Deck Plans

Key:

  1. Crew/Passenger Lounge
  2. Captain's Stateroom
  3. Crew Stateroom
  4. Passenger Stateroom
  5. Passenger Stateroom converted to cargo
  6. Drive Room
  7. Cockpit
  8. Main Turret (ion cannons)
  9. Docking Collar
  10. Boarding Ramp

Notes:

  • An X denotes a cargo area.
  • All staterooms except the captain's are double-occupancy.
  • The hidden smuggling compartment is in the forward bulkhead of the lounge, behind a bench.

Game Stats[edit]

YG-4210 Transport

Craft: Corellian YG-4210 Transport

Era: Old Republic

Type: Exploration freighter

Scale: Starfighter

Length: 24 meters

Crew: 1, gunners: 2

Passengers: 8

Cargo Capacity: 64 metric tons

  • hidden compartment, 5 tons capacity

Consumables: 1 year

Cost: 40,000 (used)

Hyperdrive Multiplier: x3

  • Backup Hyperdrive: Yes
  • Nav Computer: Yes

Maneuverability: 2D

Sublight Speed: 1D+2

Hull: 4D

Weapons:

  • 2 Blaster Cannons (fire-linked)
    • Fire Arc: Partial turret (front, right, left)
    • Fire Control: 1D
    • Damage: 4D
  • 2 Light Ion Cannons (fire linked)
    • Fire Arc: Turret
    • Fire Control: 2D
    • Damage: 4D

Modifications (reflected in the stats above):

  • Cargo Conversion, -4 passengers, +40 tons cargo: no cost
  • Increasing Maneuver to 2D: 1200 credits, 0 tons
  • Hidden Compartment, 5 tons capacity: 2000 credits, 1 ton

Capsule: The YG-4210 light freighter, built by the Corellian Engineering Corporation, was a very old ship model, predating the famous YT series by several decades. Designed specifically for space exploration rather than combat, the freighter was originally unarmed. However, after centuries of serving, most likely none of them matched the original specifications.

Captain Gallant bought the Rim Dancer at a government auction, after it was impounded for smuggling. The modifications were already present at the time. She's heard rumors that the previous owner has escaped from prison and wants his ship back.

Kel's OP-5 Landspeeder[edit]

OP-5 Landspeeder

  • Craft: SoroSuub OP-5
  • Type: Civilian Landspeeder
  • Scale: Speeder
  • Cost: 12,000 credits (new), 4,000 (used)
  • Crew: 1
  • Passengers: 4
  • Cargo Capacity: 10 kilograms; 25 cubic centimeters
  • Cover: 1/2
  • Flight Ceiling: 1 meter
  • Speed Code: 2D
  • Maneuverability: 2D
  • Body Strength: 2D

House Rules[edit]

D6 Simple Rules Overview for Empire Ascendant

All of the following House Rules are noted with full text on the above D6 Simple Rules page. They show up in both places for easy reference.

Difficulty Numbers[edit]

  • Very Easy . . . 3-5
  • Easy . . . 6-10
  • Moderate . . . 11-15
  • Difficult . . . 16-20
  • Very Difficult . . . 21-30
  • Heroic . . . 31+

Combat[edit]

Initiative[edit]

  1. Declaration Phase: Determine your actions, including multiple actions, or declaring Full Dodge.
  2. Initiative Roll: Roll 1D per character, actions proceed in ascending order (1s go first, 2s go second, etc.).
  3. First Action Segment: Resolve first action for each character in initiative order.
  4. Subsequent Action Segements: Repeat for subsequent actions, until all declared actions are resolved.
  5. End of combat round.

Defenses[edit]

Defenses are a static number. Normally, the Target Number (TN) of any ranged attack is simply based on the range, and any melee attack is based on the weapon employed. Characters have two choices during the Declaration phase of initiative in terms of defense:

  1. No defense/not declared: The TN is modified by the character's appropriate static Defense score.
  2. Full Dodge: The character declares that they will do nothing except defend themselves. The TN is modified by the character's static Dodge + 10.

Static Defense are calculated as such, and should be noted on your character sheet:

  • Brawling Parry = (Brawling Parry skill dice x3) + pips
  • Dodge = (Dodge skill dice x3) + pips
  • Melee Parry = (Melee Parry skill dice x3) + pips

Example: A character with a Dodge skill of 5D+1 would have a static Dodge score of [(5x3)+1] = 16.

Damage[edit]

When you are hit, simply subtract the Soak roll (Strength + Armor) from the Damage roll.

Damage Roll > Soak Roll by // Effect

  • 0-3 . . . Stunned
  • 4-8 . . . Wounded
  • 9-12 . . . Incapacitated
  • 13+ . . . Mortally Wounded

The effects of each level of damage is:

  • Stunned: You suffer -1D to all rolls (except Damage and Soak) for the rest of the round and for the next round.
  • Wounded: You fall prone and cannot act for the rest of the round. You suffer -1D to all rolls (except Damage and Soak) until healed. If you are wounded twice, you become Severely Wounded.
  • Severely Wounded: Same as Wounded, but you suffer a -2D penalty instead of -1D. If you are wounded again, you become Incapacitated.
  • Incapacitated: You fall prone and are knocked unconscious.
  • Mortally Wounded: You fall prone and are knocked unconscious. Roll 2D every round; if you roll a number less than the number of rounds you've been mortally wounded, you die. A First Aid roll of Moderate difficulty with a Medpac can stabilize a Mortally Wounded character, negating the need to roll 2D every round.

Scaling[edit]

When fighting in the same scale, no modifiers are factored in.

When fighting out of scale, the following modifiers come into play. When dealing damage to a smaller target or resisting damage inflicted by it, the larger adds the difference in modifiers to their die rolls (or the noted static defense bonus). Smaller scaled targets attempting to dodge attacks from -- or attempt to attack -- a larger opponent add the different to their defense and attack rolls.

Scale // Modifier

  • Character . . . None
  • Speeder . . . +2D / +6 to Dodge
  • Walker . . . +4D / +12 to Dodge
  • Starfighter . . . +6D / +18 to Dodge
  • Capital Ship . . . +12D / +36 to Dodge
  • Planetary . . . +24D / +72 to Dodge

Mooks[edit]

Certain enemies may be classed as Minions or Henchmen:

  • Minions are defeated on any successful hit.
  • Henchmen are defeated whenever they would normally be Wounded.

Force Points[edit]

Due to the nature of Play-by-Post games, expending Force Points to double the dice rolled on a specific roll would likely pose too many timing/editing issues. Instead, Force Points will have a different function:

Spending a Force Point allows a character's dice to "explode" whenever they roll a natural "6", and this effect lasts for an entire Scene or Encounter. Exploding dice mean that any dice that come up as a "6" can be rolled again, and the new roll added to the total in addition to the "6." Each additional time the die comes up as a "6" it continues to explode, leading to the possibility of dramatically high rolls.

Otherwise, Force Points operate the same in terms of regaining them, or gaining new ones for particularly dramatically appropriate heroic actions.

The Force[edit]

We will be using the full roster of Force Powers from the sourcebook Tales of the Jedi Companion.

Lightsabers[edit]

As we will be using Force Powers as defined in the Tales of the Jedi Companion sourcebook, note that Lightsabers no longer automatically add a Force user's Control dice to the damage rating, nor can blaster bolts be parried/deflected. Use of the Lightsaber Combat power is necessary to do either/both of these things.

Force Powers[edit]

Initial Force Powers[edit]

Whenever a character gains their first 1D in any of the three Force Skills -- Control, Sense, and Alter -- they receive any three Force Powers of their choice covered by that particular skill. If a character beings with 1D in multiple Force Skills, and chooses a Power that utilizes multiple Skills, note that this counts as a choice for BOTH Skills.

Learning Force Powers[edit]

Rather than have a laundry list of prerequisites, as 2nd Edition has for various Force Powers, I will run things a bit looser. Any Force Powers can be learned in-game (so long as you have dice in the governing Force Skill), but they require a teacher, or significant training time to unlock, and have a Learning Difficulty. The Force-user must make an appropriate roll with a TN of 5, modified by +5 for each listed prerequisite (i.e., a Power with no prereqs would be TN 5, one with 2 listed prereqs would be TN 15).

The actual roll varies based on the situation, though it will usually default to the governing Force Skill. Other appropriate rolls might be Perception (for mind-affecting powers), Strength/Stamina (for physically-enhancing or telekinetic powers) or Knowledge (for altering others).

The time it takes to learn a power is variable as well, though down-time can often be assumed to include some amount of training. Powers with generally lower difficulties to successfully activate tend to only take a few weeks of study with a teacher, or a month or two without. Comparatively harder powers take proportionally more time. No amount of time, teacher training, or dice rolls allow a character to avoid spending the requisite Character Points to learn new/higher level Force Skills or Powers.

Extended Example of Force Powers[edit]

For example, Roark Garnet starts the game with Control 1D. He may choose any three Control Force Powers, say Absorb/Dissipate Energy, Concentration, and Control Pain. As soon as he gains 1D in Sense, he could choose three new powers immediately, but they have to be Sense Force Powers. If he wanted to learn Lightsaber Combat (a Control and Sense Force Power), he'd have to do so in-game using the Learning Difficulty rules and possibly rolling his Lightsaber skill to learn it, as well as either having a teacher or spending weeks or even months practicing.

But, if Roark started the game with 1D in both Control and Sense, he has 6 Power choices: 3 in Control and 3 Sense. If he were to choose Lightsaber Combat (again, both a Control and Sense Force Power), that would count as 1 of his Control choices AND 1 of his Sense choices, leaving him only 4 Powers left (2 in Control, 2 in Sense).

Force Powers: Full List[edit]

Control[edit]

  • Absorb / Dissipate Energy
  • Accelerate Healing
  • Concentration
  • Contort / Escape
  • Control Disease
  • Control Pain
  • Detoxify Poison
  • Emptiness
  • Enhance Attribute
  • Force of Will
  • Hibernation Trance
  • Instinctive Astrogation (Control)
  • Rage
  • Reduce Injury
  • Remain Conscious
  • Remove Fatigue
  • Resist Stun
  • Short-Term Memory Enhancement

Sense[edit]

  • Beast Languages
  • Combat Sense
  • Danger Sense
  • Instinctive Astrogation (Sense)
  • Life Detection
  • Life Sense
  • Life Web
  • Magnify Senses
  • Postcognition
  • Predict Natural Disaster
  • Receptive Telepathy
  • Sense Force
  • Sense Force Potential
  • Sense Path
  • Shift Sense
  • Translation
  • Weather Sense

Alter[edit]

  • Injure / Kill
  • Telekinesis

Control and Sense[edit]

  • Farseeing
  • Life Bond
  • Lightsaber Combat
  • Projective Telepathy

Control and Alter[edit]

  • Accelerate Another's Healing
  • Control Another's Disease
  • Control Another's Pain
  • Control Breathing
  • Detoxify Poison in Another
  • Feed on Dark Side
  • Force Lightning
  • Inflict Pain
  • Place Another in Hibernation Trance
  • Remove Another's Fatigue
  • Return Another to Consciousness
  • Transfer Force

Control, Sense and Alter[edit]

  • Affect Mind
  • Battle Meditation
  • Control Mind
  • Create Force Storm
  • Doppleganger
  • Drain Life Essence
  • Enhanced Coordination
  • Force Harmony
  • Projected Fighting
  • Telekinetic Kill
  • Transfer Life

Sense and Alter[edit]

  • Dim Other's Senses
  • Lesser Force Shield