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[[File:SWD5.SKOTOR.jpg]] | [[File:SWD5.SKOTOR.jpg]] | ||
== STAR WARS -- KNIGHTS OF THE OLD REPUBLIC == | == STAR WARS -- KNIGHTS OF THE OLD REPUBLIC == | ||
− | <font size=3 | + | <font size=3>'''Episode I''' |
'''The Dathomir Darkness'''</font size> | '''The Dathomir Darkness'''</font size> | ||
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Empire is searching for a dark secret on this </br> | Empire is searching for a dark secret on this </br> | ||
half-forgotten world, a secret that might spell doom </br> | half-forgotten world, a secret that might spell doom </br> | ||
− | for not only the Republic but life itself within the Universe...</br | + | for not only the Republic but life itself within the Universe...</br> |
== BASIC SET UP == | == BASIC SET UP == | ||
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Dathomir is a lush jungle world also full of a number of fresh water lakes, mountains and shallow seas. The weather is generally pleasent although large storms can hit various parts of the planet during different seasons. Czerka Corp has one Space Port on the planet called '''''Footfall''''' which is also the name of the planets only settlement in the northern hemisphere where their main corporate headquarters is located and most of the miners are based. | Dathomir is a lush jungle world also full of a number of fresh water lakes, mountains and shallow seas. The weather is generally pleasent although large storms can hit various parts of the planet during different seasons. Czerka Corp has one Space Port on the planet called '''''Footfall''''' which is also the name of the planets only settlement in the northern hemisphere where their main corporate headquarters is located and most of the miners are based. | ||
− | There are | + | There are few shattered Human primitive cultures in the southern hemisphere who are believed to originated from an ancient colony that fell to barbarians in ages past. Czerka has little to no contact with them as they do not mine in that area. |
The Republic Survey Guild team is made up of four members and a translator droid able to communicate with the Kwi. The heroes are to make contact with them and Czerka corp to try and resolove the situation before the natives are massacured by the mercs. | The Republic Survey Guild team is made up of four members and a translator droid able to communicate with the Kwi. The heroes are to make contact with them and Czerka corp to try and resolove the situation before the natives are massacured by the mercs. | ||
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== THE HEROES == | == THE HEROES == | ||
{| class="wikitable" | {| class="wikitable" | ||
− | | '''NAME''' || '''PLAYED BY''' || '''CLASS/LEVEL''' || '''SPECIES''' || '''HP''' || '''AC''' | + | | '''NAME''' || '''PLAYED BY''' || '''CLASS/LEVEL''' || '''SPECIES''' || '''HP''' || '''AC''' || '''NOTES''' |
|- | |- | ||
− | | [ | + | | [[xc | '''x''']] || @Stormraven || x/5 || Human || 10 || 15 || x |
|- | |- | ||
− | | [[ | + | | [[xx | '''x''']] || @thebigh || x/5 || Human || 10 || 15 || x |
|- | |- | ||
− | | [[ | + | | [[xx | '''x''']] || @Gremlin || x/5 || x || 10 || 15 || x |
|- | |- | ||
− | | [[ | + | | [[xx | '''x''']] || @Nate_MI || x/5 || x || 10 || 15 || x |
|- | |- | ||
− | | | + | | [[xx | '''x''']] || @Llayne || x/5 || x || 10 || 15 || x |
|- | |- | ||
− | | [[ | + | | [[xx | '''x''']] || @ || x/5 || x || 10 || 15 || x |
− | | | ||
− | | | ||
|- | |- | ||
|} | |} | ||
− | |||
[[File:SWD5.theHeroes.jpg]] | [[File:SWD5.theHeroes.jpg]] | ||
=== Hero's Ship & Droid Ally === | === Hero's Ship & Droid Ally === | ||
− | The heroes have been assigned a | + | The heroes have been assigned a ship to transport them there. If no one has piloting and/or computer use (to plot a course) there is an NPC Astromech Droid (T3-D1 "Ted"; see below) that can preform these functions. |
− | ''' | + | '''XL-Class Light Freighter'''[https://i.pinimg.com/564x/33/6d/2a/336d2aa913bdecb78ca2058caf771577.jpg]</br> |
'''Colossal Transport'''</br> | '''Colossal Transport'''</br> | ||
− | '''Man/Atk mod''' -6/+2; '''Senses''' sensors +2; '''AC''' 12 (armor +8) + pilot’s Dex or Int mod (max +2); '''HD''' 10, '''HP''' 200, '''Hardness''' | + | '''Man/Atk mod''' -6/+2; '''Senses''' sensors +2; '''AC''' 12 (armor +8) + pilot’s Dex or Int mod (max +2); '''HD''' 10, '''HP''' 200, '''Hardness''' 15, '''SR''' 15, '''Threshold''' 76; '''Speed''' 300 feet (max. velocity 1,500 mph), fly 6 (starship scale); '''Strength bonus''' +22; '''Abilities''' Str 44, Dex 10, Int 14; '''Crew''' 2, '''Passengers''' 6, '''Cargo''' 80 tons, '''Consumables''' 2 months; '''Availability''' Licensed, '''Cost''' 150,000; '''Hyperdrive''' x1.5 (navcomputer via hyperspace buoys), backup x12</br> |
− | '''Weapons''': | + | '''Weapons''': Duel linked laser cannons (gunner turret): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)</br> |
− | '''2nd Degree T3 Astromech Droid''' (T3- | + | '''2nd Degree T3 Astromech Droid''' (T3-D1 'Ted'[https://static.wikia.nocookie.net/swfanon/images/f/fb/T3-NEGD.jpg/revision/latest?cb=20090412025215]), ''Small sized droid Scout 3''</br> |
'''Destiny Points''' 3 (1d4+1), '''Dark Side''' 0</br> | '''Destiny Points''' 3 (1d4+1), '''Dark Side''' 0</br> | ||
− | '''Armor Class''' | + | '''Armor Class''' 16 (unarmed)</br> |
'''Hit Points''' 34 (HD 3d8, Second Wind 1d8+3); '''Damage Threshold''' 17 (recovery +4, begining of the round)</br> | '''Hit Points''' 34 (HD 3d8, Second Wind 1d8+3); '''Damage Threshold''' 17 (recovery +4, begining of the round)</br> | ||
'''Speed''' 20 feet (wheels)</br> | '''Speed''' 20 feet (wheels)</br> | ||
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'''Saving Throws''' Dexterity +3, Wisdom +4</br> | '''Saving Throws''' Dexterity +3, Wisdom +4</br> | ||
'''Proficiencies''' Pistol, Rifle, Simple; Light Armor</br> | '''Proficiencies''' Pistol, Rifle, Simple; Light Armor</br> | ||
− | '''Skills''' Computer Use +7, Galactic Lore +5, Investigation +5, Mechanic +7, Perception +4, Pilot +3, Techology | + | '''Skills''' Computer Use +7, Galactic Lore +5, Investigation +5, Mechanic +7, Perception +4, Pilot +3, Techology +5</br> |
− | '''Feats''' Shake it Off (recover from reeling at beginning of round), Skill Expertise (Computer Use, Mechanic), Skill Proficiency (Technology | + | '''Feats''' Shake it Off (recover from reeling at beginning of round), Skill Expertise (Computer Use, Mechanic), Skill Proficiency (Technology), Tech Specialist (create upgrades to tech), Z-G Training (not at disadvantage in zero gravity)</br> |
'''Talents''' Fast Repairs (half rounds for jury-rig or restore/reroute power), Jurry Rig (advantage with Mechanics to do short term fixes), Mechanic (double HP restored with mechanics check) </br> | '''Talents''' Fast Repairs (half rounds for jury-rig or restore/reroute power), Jurry Rig (advantage with Mechanics to do short term fixes), Mechanic (double HP restored with mechanics check) </br> | ||
'''Senses''' ''passive'' perception 14; '''Languages''' Binary, Basic (understand only), Duros (understand only)</br> | '''Senses''' ''passive'' perception 14; '''Languages''' Binary, Basic (understand only), Duros (understand only)</br> | ||
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'''ACTIONS'''</br> | '''ACTIONS'''</br> | ||
'''''Stun Pistol'''''. (50 pc). Ranged Weapon Attack: +3 to hit, one target; Hit: 3d6+2 energy. Stun Only. Range 50/300ft</br> | '''''Stun Pistol'''''. (50 pc). Ranged Weapon Attack: +3 to hit, one target; Hit: 3d6+2 energy. Stun Only. Range 50/300ft</br> | ||
− | '''Extra Gear''': Built in Navcompuer and Repair Kit | + | '''Extra Gear''': Built in Navcompuer and Repair Kit. |
== OTHER NOTES == | == OTHER NOTES == | ||
+ | OTHER SPECIES OF THE OLD REPUBLIC AND BEYOND | ||
+ | |||
+ | '''ARDENNIAN SPECIES TRAITS'''</br> | ||
+ | '''Ability Score Modifier''': +2 to Dexterity, +1 to Wisdom</br> | ||
+ | '''Small Sized and Speed''': base speed 25 feet. As a small sized creature, Ardennian gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> | ||
+ | '''Darkvision''': Ardennian has darkvision out to 60 feet.</br> | ||
+ | '''Expert Climbers''': Due to using all four of their flexible arms and their manipulative feet, the Ardennian have advantage on Strength (Athletic) checks when climbing. Furthermore, if any of these skill checks is a 9 or less, the Ardennian treats these rolls at if they rolled if was a 10. Climbing does not count as double movement for their Speed nor does it provide others with advantage against them. </br> | ||
+ | '''Four Armed and Hand-like Feet''': Ardennian have an additional set of arms and they can use their feet can act as additional hands when not moving. They may interact with an additional object or feature of the environment for free during your turn. They can carry an additional one-handed weapon using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. They gain +2 with grapple tests due to their extra arms. Their hands can be used for other tasks, such as opening doors, carrying lamps or comlinks, using tools, etc. without difficulty when they are not holding weapons. If not moving (Speed 0) and when not carrying any additional items the Ardennian gains +2 bonus to any skill that the GM deems would benefit from multi-limbs. Example could include Computer Use, Drive, Mechanic, Pilot, etc.</br> | ||
+ | ''Languages'': Basic and Ardennesse</br> | ||
+ | |||
=== Dathomir Data File === | === Dathomir Data File === | ||
[[File:SWD5.Dathomir.jpg | 500px]] | [[File:SWD5.Dathomir.jpg | 500px]] | ||
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'''Sector''': Quelli sector</br> | '''Sector''': Quelli sector</br> | ||
'''System''': Dathomir system</br> | '''System''': Dathomir system</br> | ||
− | '''Suns''': 1- Domir | + | '''Suns''': 1- Domir</br> |
'''Moons''': 4</br> | '''Moons''': 4</br> | ||
'''Trade routes''': None</br> | '''Trade routes''': None</br> | ||
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'''Gravity''': Slightly below Standard</br> | '''Gravity''': Slightly below Standard</br> | ||
'''Primary terrain''': Jungle, with many canyons and valleys, massive caves, cliffs, forests, hills, mountains, rivers, swamps, tar-pits, and a few ice caps.</br> | '''Primary terrain''': Jungle, with many canyons and valleys, massive caves, cliffs, forests, hills, mountains, rivers, swamps, tar-pits, and a few ice caps.</br> | ||
− | '''Points of interest''': Dreaming River (said to cause various halluinations from those that drink from it. The Czerka has banned anyone of their employees from during so but the effects seem fairly mild and non-addicitve), | + | '''Points of interest''': Dreaming River (said to cause various halluinations from those that drink from it. The Czerka has banned anyone of their employees from during so but the effects seem fairly mild and non-addicitve), Great Canyon (large canyon that cuts through much of the southern hemesphere), Red Hills (south of the Singing Mountains and very distrintive colored flora here), Singing Mountain (where most of Czerka is conducting their mining operations at), the Swamplands (farther south of the Red Hills, a very extensive and massive salt water swamp that extended to the sea serveral hundred miles southward).</br> |
'''Unusal Features''': Much of the world's land masses and seas are covered by a thick reddist tinted mist perpetually, even during heavy storms. The coloration is caused by the Red Gaint Sun of the system. Most of the planet has not mapped or properly surveyed due to this phenomenon.</br> | '''Unusal Features''': Much of the world's land masses and seas are covered by a thick reddist tinted mist perpetually, even during heavy storms. The coloration is caused by the Red Gaint Sun of the system. Most of the planet has not mapped or properly surveyed due to this phenomenon.</br> | ||
'''Flora''' (known): Brula fruit, Bleeding Gut, Blue coral, Fire lichen, Grave Thorn, Hydraatis, Mushling, various unidentified fungus and mulusks.</br> | '''Flora''' (known): Brula fruit, Bleeding Gut, Blue coral, Fire lichen, Grave Thorn, Hydraatis, Mushling, various unidentified fungus and mulusks.</br> | ||
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With so little exploration or the planet most of it is a mystory along with most of the animal and plant life that might be found here. | With so little exploration or the planet most of it is a mystory along with most of the animal and plant life that might be found here. | ||
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