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===Age of Emergence Details===
 
===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.
 
::  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.
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::  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'''
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::  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.
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[[Image:TantiveIV egvv.jpg|thumb|the core chasis of the CR90]]
 
[[Image:TantiveIV egvv.jpg|thumb|the core chasis of the CR90]]
 
[[Image:Lambda1.jpg|thumb]]
 
[[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'''
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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.
:::  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===
 
===NOTES for the ‘Tales’ setting===
Technology is fairly similar to all of Star Wars but a bit more primitive
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1. 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.  
:::*  Energy Weapons (blasters, vibro, force pikes, etc) in the Equipment section have ½ the shots or rounds listed there.  
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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.   
:::*  Starship Hyper-drives take longer (and I will be changing the names to better reflect the Tales era).  
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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.   
:::*  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.  
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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.     
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.   
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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.  
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.   
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6. The Republic also has a military and stellar navy at this time called the Army and Navy of the Republic.  
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.  
 
 
   
 
   
 
==House Rules for ‘Tales of the Jedi’ SAGA edition==
 
 
===DEFENSE MODIFIERS===
 
Reflex save for Flat-footed is ½ Level instead of full level
 
 
===CLASS MODIFIERS===
 
Jedi can build their own lightsaber at any time, but they must build one before becoming a Knight
 
Scoundrels have 5 + Int modifier Trained skills
 
 
Scouts have 4 + Int modifier Trained skills
 
 
Class Skills you can take training in any Skill you want, but you may only take Skill Focus with Class Skills.
 
 
===FEAT MODIFIERS===
 
Dodge grants +1 to your dodge Reflex Defense and an additional +1 dodge bonus vs. one target you can perceive.
 
Strong in the Force allows you to roll Two dice (see Force Points below) and take the better of the two.
 
 
===THE FORCE MODIFIERS===
 
Force Points instead of increasing the number of dice that are rolled, the dice type is increased as follows…
 
*  Levels 1-7: 1d6
 
*  Levels 8-14: 1d8
 
*  Levels 15+: 1d10
 
 
Also you can spend this Force point after you roll and can spend more then 1 a round.
 
 
Force Power Surge increases Jump distances by x5, x10 and x15 (instead of +10, 20 and 30 to Jump skill)
 
 
Force Power Force Grip can be maintained but the check is -5
 
 
Force Power Move Object when using it to attack, you must make a Range Base Attack check. Most items should also count as improvised weapons (-4 to attack rolls)
 
 
===COMBAT MODIFIERS===
 
Blasters and other rifle like weapons along with bows, cause an Attack of Opportunity when used in melee combat. Pistols do not (note carbines with folding stocks, see main rules for info on ranges, etc).
 
 
===WEAPON MODIFIERS===
 
Increase the damage dices by one for all weapons (a Dagger does 1d6, Lightsaber 2d10, Blaster Pistol 3d8, etc).
 
 
===PRESTIGE CLASSES===
 
Jedi Knight’s requirement is 7th level Heroic class (not +7 base attack), and at least two levels in the Jedi class.
 
  
  

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