Difference between revisions of "RPGNET Knights of the Old Republic PBP"

From RPGnet
Jump to: navigation, search
Line 52: Line 52:
  
 
and it has set into motion plans that may well see the sands of this world run red with the blood of all…</center>
 
and it has set into motion plans that may well see the sands of this world run red with the blood of all…</center>
 +
 +
 +
 +
 +
 +
 +
Characters will be either Jedi Padawan of Jedi Master Vrook Lamar or work for the Jedi Order in some capacity. Maybe an engineer, or pilot or even a droid if you want. I will be using the Star Wars Saga system, along with the latest errata over on [url=http://www.wizards.com/default.asp?x=starwars/article/sagaederrata]WotC[/url] site. I also will be allowing Races, Feats, Talents and Equipment from the Knight of the Old Republic campaign guild. NOTE that it is not require to play in the game, it just adds a few more options.
 +
 +
NOTES for the time period…
 +
1. Technology is fairly similar to all of Star Wars but a bit more primitive – Energy Weapons (blasters, vibro, force pikes, etc) in the main rule book section of Equipment have ½ the shots or rounds (round up) listed there. Weapons listed in the KOTOR campaign guild are correct for those weapons. Most starship don’t 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. Note that most ships in the KOTOR campaign guild list starships with Nav Computers, but it mostly just the equipment to access the HyperJump systems. This will really only come into play when traveling to worlds not on the HoloNet systems etc.
 +
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 overly restrict their students. 
 +
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. These ‘Jedi Councils’ strive to guide the Jedi Order instead of lead it, but most Jedi Masters feel very strongly about the Jedi staying out of the present war with the Mandalorians.   
 +
5. The relationship between the 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.
 +
6. Last but not least, the events in the Knight of the Old Republic computer games and the comic books by Dark Horse are not considered “cannon” here. They may very well happen BUT I am changing it to fit my campaign ideas, etc. So far the ‘Sith’ have not returned, although the Jedi are watchful…
 +
 +
 +
Character Creation…
 +
* Characters start at 3rd level. Hit Points after 1st  level are dependent on the Hit Dice type – d6 = 4pt/level, d8 = 6pts/level, d10 = 8pts/level, d12 = 10pts/level.
 +
* Most Species from the Saga rules are allowed, except Ewoks. Cereans, Gungans, Mon Calamari and Wookies are fairly rare as their homeworlds have only been recently discovered. The races listed in the KOTR campaign setting are also allow. Other races will depend on a case-by-case bases. Droids are also allowed, but note that most listed in the Saga rules don’t exist right now. Prestige Classes found in the Force Unleashed campaign guide are allowed (so any feat or talent from that book that is required for one of these classes is automatically approved).
 +
* 25 points for Character’s Abilities (see Saga pg. 18). Note that Droids get only 21 character build points. 
 +
* You start with maximum starting credits from your first levels class (Jedi start with 1,200cr., etc.). Anyone with a Jedi class gains a lightsaber from Master Vrook. Other equipment can be requested during this time and if reasonable the Jedi Order may provide it. Master Vrook of course has access to a starship for the trip from Dantooine to Qisstan’goth Prime.
 +
* Characters will only start with 1 Destiny Point and can’t have more then 1. If you raise to 4th and have not spend your Destroy Point you don’t get a new one at this level.
 +
 +
 +
Minor House rule…
 +
* Force Stun power is still going to use Will Defense (just cause it fits my world-view better) but the size modifier bonus to the target’s defense is still going to be used.
 +
* The Jedi Knight Prestige Class requires Minimum Level 7, not a +7 base attack.
 +
 +
 +
My minor PBP rules…
 +
* This is a friendly game, no telling other how they should play there characters and please no none 'in-game' arguments. In-game arguments can be cool if everyone is on board that it is their characters that are fighting not the players.
 +
* I would like people to post at least once a day during the weekdays. Weekends can be hard for myself, so I am not as concerned then, but if you can post please do.
 +
* I will make a few of the rolls for your characters are times, but often I will also ask you to make them. I want to use Invisible Castle and then post the results at the bottom of your post over in RPG.net
 +
* If you disappear for more then a week without posting I am going to limit NPC/robo-play your character. During combat, action, or NPC interaction I might cut this down a bit to make sure the rest of the group is not just sitting around doing nothing. You are welcome to come back, but I want to keep the game going.
 +
* Questions and Comments? Always welcome. I am not perfect when it comes to the rules, so if I make a mistake please feel free to comment about it. BUT I get to have the final say on anything that is ‘murky’ and I will try to be fair.

Revision as of 15:29, 12 November 2008

It was suppose to be a time of peace for the Republic…

40 years after the Sith Wars, the Republic and the Jedi have

slowly recovered from those dark days when corrupted Jedi almost

destroyed everything... making right that which the darkness had threatened.


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... 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 rumored to be buying off corrupt politicians in the Republic Senate. And

then there were the whispers of Jedi once again falling into darkness and the return of that most ancient enemy the Sith...


Four thousand years before the rise of the Galactic Empire, it is a dark time

for the Old Republic. Mandalore the Ultimate [1], leader of the Mandalorian Neo-Crusade,

has lead his people to conquest many of the undefended Outer Rim Worlds. While it started as simple

raids, it has escalated at present into a bloody stalemate along a war front that stretches thousands of light

years. Most Jedi have remain out of the fighting, believing they can better serve the Republic as protectors and guides,

not soldiers. But not all agree and there are many who have flocked to the banner of the Jedi Knight and General Ravanchist[2].


On the Mid Rim World of Qisstan’goth Prime[3], Jedi

Master Vrook Lamar[4] has lead a small group to try and bring

peace between the native Qisstin[5] and the mining interests on this mineral rich,

arid world. Czerka Corp[6] and the Independent Mining Consortium are near open war with the

natives, and Master Vrook has been tasked with negotiating a peaceful outcome to the various complaints.


But little do the Jedi know that not all is as it would seem on

Qisstan’goth Prime, for a dark shadow that was thought long dead has awoken

and it has set into motion plans that may well see the sands of this world run red with the blood of all…




Characters will be either Jedi Padawan of Jedi Master Vrook Lamar or work for the Jedi Order in some capacity. Maybe an engineer, or pilot or even a droid if you want. I will be using the Star Wars Saga system, along with the latest errata over on [url=http://www.wizards.com/default.asp?x=starwars/article/sagaederrata]WotC[/url] site. I also will be allowing Races, Feats, Talents and Equipment from the Knight of the Old Republic campaign guild. NOTE that it is not require to play in the game, it just adds a few more options.

NOTES for the time period… 1. Technology is fairly similar to all of Star Wars but a bit more primitive – Energy Weapons (blasters, vibro, force pikes, etc) in the main rule book section of Equipment have ½ the shots or rounds (round up) listed there. Weapons listed in the KOTOR campaign guild are correct for those weapons. Most starship don’t 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. Note that most ships in the KOTOR campaign guild list starships with Nav Computers, but it mostly just the equipment to access the HyperJump systems. This will really only come into play when traveling to worlds not on the HoloNet systems etc. 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 overly restrict their students. 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. These ‘Jedi Councils’ strive to guide the Jedi Order instead of lead it, but most Jedi Masters feel very strongly about the Jedi staying out of the present war with the Mandalorians. 5. The relationship between the 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. 6. Last but not least, the events in the Knight of the Old Republic computer games and the comic books by Dark Horse are not considered “cannon” here. They may very well happen BUT I am changing it to fit my campaign ideas, etc. So far the ‘Sith’ have not returned, although the Jedi are watchful…


Character Creation…

  • Characters start at 3rd level. Hit Points after 1st level are dependent on the Hit Dice type – d6 = 4pt/level, d8 = 6pts/level, d10 = 8pts/level, d12 = 10pts/level.
  • Most Species from the Saga rules are allowed, except Ewoks. Cereans, Gungans, Mon Calamari and Wookies are fairly rare as their homeworlds have only been recently discovered. The races listed in the KOTR campaign setting are also allow. Other races will depend on a case-by-case bases. Droids are also allowed, but note that most listed in the Saga rules don’t exist right now. Prestige Classes found in the Force Unleashed campaign guide are allowed (so any feat or talent from that book that is required for one of these classes is automatically approved).
  • 25 points for Character’s Abilities (see Saga pg. 18). Note that Droids get only 21 character build points.
  • You start with maximum starting credits from your first levels class (Jedi start with 1,200cr., etc.). Anyone with a Jedi class gains a lightsaber from Master Vrook. Other equipment can be requested during this time and if reasonable the Jedi Order may provide it. Master Vrook of course has access to a starship for the trip from Dantooine to Qisstan’goth Prime.
  • Characters will only start with 1 Destiny Point and can’t have more then 1. If you raise to 4th and have not spend your Destroy Point you don’t get a new one at this level.


Minor House rule…

  • Force Stun power is still going to use Will Defense (just cause it fits my world-view better) but the size modifier bonus to the target’s defense is still going to be used.
  • The Jedi Knight Prestige Class requires Minimum Level 7, not a +7 base attack.


My minor PBP rules…

  • This is a friendly game, no telling other how they should play there characters and please no none 'in-game' arguments. In-game arguments can be cool if everyone is on board that it is their characters that are fighting not the players.
  • I would like people to post at least once a day during the weekdays. Weekends can be hard for myself, so I am not as concerned then, but if you can post please do.
  • I will make a few of the rolls for your characters are times, but often I will also ask you to make them. I want to use Invisible Castle and then post the results at the bottom of your post over in RPG.net
  • If you disappear for more then a week without posting I am going to limit NPC/robo-play your character. During combat, action, or NPC interaction I might cut this down a bit to make sure the rest of the group is not just sitting around doing nothing. You are welcome to come back, but I want to keep the game going.
  • Questions and Comments? Always welcome. I am not perfect when it comes to the rules, so if I make a mistake please feel free to comment about it. BUT I get to have the final say on anything that is ‘murky’ and I will try to be fair.