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Star Wars 4000 Years After Yavin
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==SETTING Descriptions== :: Make the jump to lightspeed 4,000 years after the Battle of Yavin to a time when the galaxy rebuilds from the long loss of the Lost Ages (a Galactic Dark Age) where the rebirth of the Jedi Knights and Sith Lords clash in galactic conflict. :: This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. The Republic had once again started exploring and expanding, 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 the dark rumors began… As the galaxy plunges forward into the unknonwn, the forces of the remnants of the Ancient Republic, along with their allies attempting to find and rebuild the lost religion of the Force, struggle to protect themselves from hordes of Raiders and pirates, tyrannical lords, and traitorous allies on every front. :: Separatists and rebels threatened peaceful worlds with strange and unreasonable demands. Criminal organizations were rumored to be buying off corrupt politicians in the restoration days of the Ancient Republic Senate. And there were even whispers of new padawan learners and with that came other rumors of those falling into darkness and the Return of the dark side! And then things got very bad… :: In the skies above the former Outer Rim world of Tatooine, the rebuilding of the Ancient Republic merchant fleets engage the forces of xenophobia in a desperate effort to expand and reunify the galaxy to what it was 4000 years before. ===Age of Emergence Details=== :: The game would be set 4000 years after the Battle of Yavin, when Luke Skywalker and the Rebel Alliance began overtaking the Galactic Empire, and some 40 years after the first ships were relaunched into space. This game will follow all of the Star Wars Expanded Universe storylines. [[Image:Corvette-CHRON.jpg|thumb]] [[Image:TantiveIV egvv.jpg|thumb|the core chasis of the CR90]] [[Image:Lambda1.jpg|thumb]] :: The characters are all future Padawans currently unaware of the power of the Force, working together to restore the Galactic Hypersapce Beacons under the guidance of the remnants of the Ancient Galactic Republic Alliance, on a rebuilt rag-tag ancient CR90 corvette cobbled together from ruined wreckages. The CR90 was commonly referred to as a Corellian Corvette or a blockade runner. These ships were relatively small (for its era), multi-purpose capital ship manufactured by the long defunct Corellian Engineering Corporation. Like its predessessors the CR90 possesses legendary adaptability, which allows it to serve in roles as mundane as freight hauling or as high-profile as diplomatic escort. This ship, '''the Monomyth Crusader''', is part of a small but growing group of hyperspace capable star ships sent out of the old Outer Rims towards a world known only in children's fairy tale songs as '''Bone World''' ::: The core chasis formerly registry name: '''Night Caller''', the ship was built from the ground up to serve as a small excavator carrier. The primary changes from the original CR90 design were an enlarged bridge section with a starfighter hold, and a tractor beam projector (not currently functioning) suited to a much larger warship. Carrying a rebuilt light-sailed Lambda-class T-4a shuttle in its forward cargo hold and mounted a heavy tractor beam projector in the place of one of its turbolaser turrets. Also, the normal deck between the hangar and bridge, usually used for luxury quarters, was removed. :: Meanwhile, on another planet of importance for which a sister mission is responsible is '''Yuuzhan'tar, "the Hallow"'''. The crew of '''the Red Dawn''' have been out of contact for over 5 weeks, their goal was to seek data to uncover the means to stop or slow the re-infection of the data-plague across Known Space. ===NOTES for the ‘Tales’ setting=== # Technology is fairly similar to all of Star Wars but a bit more primitive :::* Energy Weapons (blasters, vibro, force pikes, etc) in the Equipment section have ½ the shots or rounds listed there. :::* Starship Hyper-drives take longer (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 onboard nav computer systems which are huge and very complex machines. # The Jedi Order, not yet formed, will be 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. # 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 overly restrict their students. # The Jedi are far more dispersed in this time period. After the Scorched-Intelligence, the Jedi religion is only myth, legend and children's stories. # The relationship between the reforming Republic and the Jedi is far less formal then in the Prequel Era (but still very symbiotic), 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. # The Republic also has a military and stellar navy at this time called the Army and Navy of the Republic.
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