Difference between revisions of "StarWarsKOTOR PBP game"

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(STAR WARS -- KNIGHTS OF THE OLD REPUBLIC)
(STAR WARS -- KNIGHTS OF THE OLD REPUBLIC)
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'''The Dathomir Darkness'''</font size>
 
'''The Dathomir Darkness'''</font size>
 +
 +
It is an age of fragile peace.
 +
Though the Treaty of Coruscant ended
 +
the Great Galactic War it gave almost half
 +
of the Galaxy to the dark forces of the Sith Empire.
 +
 +
As a wounded Republic struggles
 +
to rebuild, the Sith prepare in secret
 +
to invade and crush the last defenders of
 +
liberty. Again the spectre of war stalks the galaxy!
 +
 +
Heroes gathered by the Survey Guild of
 +
the Republicare urgently dispatched from
 +
Coruscant to the  Outer Rim world of Dathomir
 +
to negotiate with the local Czerka Corporation and
 +
prevent a massacre. Mercenaries hired by the corporation
 +
are eradicating the Kwi natives  of Dathomir  as mere savage
 +
animals even though the Survey Guild has declared  them sentient.
 +
 +
Little do they know that the Sith Empire
 +
is searching for a dark secret on this half-forgotten
 +
world, a secret that might spell doom for not only the Republic
 +
but life itself within the Universe...
  
 
== BASIC SET UP ==
 
== BASIC SET UP ==

Revision as of 09:55, 24 December 2021

This wiki is for my PBP game by the same name...

STAR WARS -- KNIGHTS OF THE OLD REPUBLIC

Episode I

The Dathomir Darkness

It is an age of fragile peace. Though the Treaty of Coruscant ended the Great Galactic War it gave almost half of the Galaxy to the dark forces of the Sith Empire.

As a wounded Republic struggles to rebuild, the Sith prepare in secret to invade and crush the last defenders of liberty. Again the spectre of war stalks the galaxy!

Heroes gathered by the Survey Guild of the Republicare urgently dispatched from Coruscant to the Outer Rim world of Dathomir to negotiate with the local Czerka Corporation and prevent a massacre. Mercenaries hired by the corporation are eradicating the Kwi natives of Dathomir as mere savage animals even though the Survey Guild has declared them sentient.

Little do they know that the Sith Empire is searching for a dark secret on this half-forgotten world, a secret that might spell doom for not only the Republic but life itself within the Universe...

BASIC SET UP

The game is set around 8 years into the Cold War period after the Sacking of Coruscant. The heroes had been summoned to the Republic Survey Guild on Coruscant. They are being assisted/hired to go to help negotate a peace between Czerka Mining and Industrial[1] and the native Kwi[2] on the Outer Rim world of Dathomir.

Up until recently Czerka Corp had been using the native Kwi as simple animal beasts of burden as they were believed to be non-sentient but a recent Republic Survey Team discovered that their are indeed sentient. But as the Kwi languages is near untranslateable the corporation still does not believe them. Troubles started when the Kwi began attacking corporate officals and miners, killing serval. This has resulted in the corporation hiring a number of mercenaries to wipe them out in the area. The Survey group wants the heroes to prevent this.

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 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 HEROES

NAME PLAYED BY CLASS/LEVEL HP AC NOTES
x @ x/5 10 10 x
x @ x/5 10 10 x
x @ x/5 10 10 x
x @ x/5 10 10 x
x @ x/5 10 10 x
x @ x/5 10 10 x

Hero's Ship & Droid Ally

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[3]
Colossal Transport
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
Weapons: Duel linked laser cannons (gunner turret): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)


2nd Degree T3 Astromech Droid (T3-D1 'Ted'[4]), Small sized droid Scout 3
Destiny Points 3 (1d4+1), Dark Side 0
Armor Class 16 (unarmed)
Hit Points 34 (HD 3d8, Second Wind 1d8+3); Damage Threshold 17 (recovery +4, begining of the round)
Speed 20 feet (wheels)
STR 10, DEX 12 (+1), CON n/a, INT 17 (+3), WIS 14 (+2), CHA 11
Saving Throws Dexterity +3, Wisdom +4
Proficiencies Pistol, Rifle, Simple; Light Armor
Skills Computer Use +7, Galactic Lore +5, Investigation +5, Mechanic +7, Perception +4, Pilot +3, Techology +5
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)
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)
Senses passive perception 14; Languages Binary, Basic (understand only), Duros (understand only)
Traits (Systems) Heuristic Processor, Basic Probe Appendages, Wheeled Locomotion, Magnetic 'Feet/Pads', Small Size, two sets of built in Tools (Repair kit and Stun Pistol), Astromech Navcomputer, Tech Specialist feat
ACTIONS
Stun Pistol. (50 pc). Ranged Weapon Attack: +3 to hit, one target; Hit: 3d6+2 energy. Stun Only. Range 50/300ft
Extra Gear: Built in Navcompuer and Repair Kit.

OTHER NOTES