12 years have passed since a young rebel pilot, Luke Skywalker, saved a fledging rebellion by destroying the first Death Star over Yavin IV. As Skywalker grew in his abilities with the Force and became a Jedi Knight over Endor, so did the rebellion swell until it blossomed into the New Republic over the very same forest moon.
After the Battle of Endor, the New Republic quickly swelled in size with the defection of many sectors yearning for freedom from the tyranny of the Empire. However, many others remained loyal to the Imperials, and a bloody war ensued for nearly a decade after. By 12ABY, both sides realized there was nothing to be gained in continued fighting, and an uneasy truce was brokered by the Hutt Government. Now, the New Republic and the Empire have an uneasy peace...with both powers conducting proxy wars via local governments across several planets. One could assume this cold war could someday blow up into another galaxy-spanning conflict again, though many leaders on both sides do not want that to occur.
Amongst all of this, Luke Skywalker, now a Jedi Master, has returned to Yavin IV to rebuild the Jedi Order. After only a couple years, he has graduated his first class of Jedi Knights, who will be the first generation of peacekeepers throughout the galaxy. The New Republic will come to rely on Luke and his Jedi to combat the coming shadow hanging over the galaxy.What is this?
This is a Star Wars Saga game set in the New Republic Era, nearly 9 years after the Battle of Endor. In this version of events the Empire and New Republic have formed an uneasy truce after years of fighting with little changes in borders, with the Hutts as a third government of its own. A lot of the stories from this timeline I am disregarding, but may borrow characters from if I think it fits my needs.
This is a reboot of the original game. Since we started off early enough in the game, I think a reboot should be doable.
Players@Klivian -
Rek Na'Maak@Sakutian -
Berru Secune@Jdarksun -
Chendaro VaartanPlayer ShipThe Polar GemBasic Game Rules
*34 point buy.
*Books: Core rulebook, Clone Wars, Rebellion Era, Starships of the Galaxy, Galaxy of Intrique, Scum and Villainy, Galaxy at War, and Threats of the Galaxy.
*Most races are available, but if you choose an Ewok I will cut you. I don't mean cut you from the game, I mean I will find you, and cut your flesh with a blade-like object.
*Please use orkos or invisiblecastle for rolling
*We're flexible with posting, but once a day is preferred.
Questions for your characters:
1. How do your characters know each other, and how long have they been acquaintances? Naturally, the master/apprentice will have some history (though I can tell you now it won't be a long history, maybe a year at best).
2. What does your character think of the other members of this party?
3. How did they come to be a jedi or be involved with Jedi Academy (if they're a non-Force Sensitive)?
4. How does your character feel about the Empire, the Hutts, and the New Republic?Reminder on what characters I want:1 newly minted Jedi Knight - CL 8-10. (CL 8-10. Last level taken must be Jedi Knight, you may take what you wish for the other levels, but please keep in mind that your character has not spent their whole life training as a jedi, so I would expect a couple levels of some other class taken. Make sure to meet the requirements to take the one level in Jedi Knight.)
2 Level 5 Jedi Apprentices, OR
1 Level 5 Jedi Apprentice + 1 Level 5 Another Class. I will let you guys decide how you want to do this. I definitely want at least ONE apprentice for the jedi knight character. The 3rd player may choose to either be a second apprentice, or they can be something else...perhaps a pilot that the Jedi Academy employs, or a noble who wishes to aid Master Skywalker and his new Jedi Order...whatever really. I'll leave that up to you.
Apprentices must be multiclassed to reflect the nature of the new jedi order.
I know there were some characters created from the original one. You're welcome to use those if you want, or come up with something new. You are not locked into your character choice from the previous game, so if you wish to put your hat in for the master, this is your opportunity.
House Rule
Jedi always have the option to use Dark Rage, though you'll eat a DSP if you do so.
Severing Strike is assumed to be a talent of any Force User, including your characters.
IC Thread:
http://forums.penny-arcade.com/discussion/173212/ic-star-wars-rise-of-the-jedi-reboot
Posts
Backstory
Ukrin found a family of Sullustans living on Bespin just as he’d seen in his vision and he entrusted the baby into their care. Despite her Jedi protectors best intentions the war came to Bespin soon after he left and the earliest years of her life were spent in huddling for safety as the CIS droids and the soldiers of the Republic battled for control of the planet.
Throughout her youth Jad worked aboard her adopted families mining ship harvesting the valuable tibanna gas found on Bespin. She proved herself to be an exceptionally skilled pilot and mechanic despite her youth. However when their tiny ship was caught in the wake of a powerful storm system all hope seemed to be lost until a second ship swooped in to save them. Once they’d reached safety Jad’s parents offered their rescuer their deepest thanks only to realize that they had been saved by none other than Luke Skywalker.
Master Skywalker had been searching the galaxy for potential recruits to join the new Jedi Order and he offered Jad a place among them. Out of gratitude and curiosity Jad agreed to leave Bespin for the first time she could remember and join the Jedi. However her time in the temple has inflamed her curiosity about the rest of the galaxy and the force. These distractions have hindered her ability to master herself as she trains to become a Jedi knight.
Stats
Medium Human female Jedi 5/ Scoundrel 2
Init +12 Senses Perception +9
Languages Basic, Binary, Huttese
Destiny 2 Force 4
Defenses Ref 20 (flat-footed 16), Fort 16, Will 16; Block, Deflect
hp 54; Threshold 14
Speed 6 squares
Melee (unarmed) +7 1d4 + 1 damage
Melee (lightsaber) +10 2d8+4 damage
Ranged (blaster pistol) +10 3d6+2 damage
Base Atk +6 Grp +8
Atk Options
Special Actions Ackbar Slash, Skywalker Loop
Abilities Str 12, Dex 18, Con 12, Int 14, Wis 13, Cha 14
Talents Block, Deflect, Elusive Target, Fools Luck
Feats Force Sensitivity, Precise Shot, Point Blank Shot, Starship Tactics, Tech Specialist, Vehicular Combat, Weapon Finesse, Weapon Proficiency (lightsabers, pistols, simple weapons, starship weapons)
Skills Initiative +12, Knowledge (Physical Sciences) +10, Mechanics +10, Perception +9, Persuasion +10, Pilot +17, Stealth +7, Use the Force +10
Possessions Heavy Blaster Pistol, Concealed Holster, Lightsaber, Long-Range Comlink, Robes, Security Kit, Tool kit, ion grenade,
HP Rolls: http://invisiblecastle.com/roller/view/3810590/
Level 6 HP Roll: http://invisiblecastle.com/roller/view/3961749/
Level 7 HP Roll: http://invisiblecastle.com/roller/view/4066212/
Starting Credits Rolls: http://invisiblecastle.com/roller/view/3810601/
Questions
2) Deeply curious and impressed. Beings who have seen so much have a wealth of experience and information to offer the relatively sheltered girl.
3) I feel the backstory answers this one well enough.
4) Bespin was spared from the worst aspects of the Empire for most her life, but stories reached her ears on a regular basis. After seeing Darth Vader and his stormtroopers sweeping into Cloud City Berru knew that the Empire was worse than she'd imagined. She strives for the freedom and peace she thinks that all people deserve.
She views the New Republic with some skepticism as it still a new power in the galaxy, however she hopes to help the republic in whatever way she can.
The Hutts are slimy, two-faced, slugs but some times you have to do business with them. Just don't expect them to do anything that isn't in their best interest.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Background
Rek begged his father for enough credits to finance an expedition to the ruins of an ancient Jedi temple and began recruiting an exploration team. When Master Skywalker learned of the expedition, he quietly approached Rek and warned him that exploration of sites laden with Force energy was exceptionally dangerous and that only one strong in the Force should attempt it. He offered Rek the chance to study at the Jedi Academy, hoping that perhaps Rek's passion for the past could help illuminate the Jedi's future.
Rek accepted and has been studying under Master Vaartan for about a year. His initial dismay at studying under a former Imperial Stormtrooper has slowly grown into a begrudging respect. Still Master Vaartan is strong in the Force and Master Skywalker trusts him implicitly which is enough to dispel many of Rek's concerns. However, Master Vaartan is often far too eager to please and seems somehow uncomfortable being himself and embracing his past, a fact which is a source of annoyance and frustration to Rek.
Rek met Berru when she joined the academy and began an easy friendship tinkering on Rek's starship together. Rek is first to admit that his ship was in terrible shape before she came along. Rek finds Berru's relatively sheltered upbringing quaint, but she is an excellent listener and is eager to hear Rek spin tales about the rise and fall of civilizations.
Though the yoke of the Empire was a heavy burden for the galaxy, non-humans bore more weight than humans. Rek is prepared to forgive much of the Empire's acts, but he absolutely cannot look past their crimes against non-humans.
The Na'Maak Shipping Company has done business with the Hutts off and on throughout its multi-generational existence. Rek has a respect for Hutts as shrewd businessmen. Trust and Hutts rarely go together but there is one thing you can trust about Hutts. They always act in their own interest.
Rek regards the New Republic as an opportunity to restore the glory of the Old Republic, where justice and knowledge ruled over passion and ignorance.
Stats
Force Points 8
Destiny Points 4
DSP 2
Init +7; Senses Perception +10
Languages Basic, Binary, Bothese, Cerean, Durese, Huttese, Mon Calamarian, Ryl, Zabrak
Defenses Ref 22 (flat-footed 18), Fort 18, Will 21; Deflect
hp 52; second wind +13/26; Threshold 18
Immune +5 to Fortitude Defense against extreme heat and cold effects
Speed 6 squares
Melee lightsaber +6 (2d8+3)
Ranged heavy blaster pistol +10 (3d8+3) or
Ranged adhesive grenade +10 (special, 2-square burst) or
Ranged ion grenade +10 (4d6+3 ion, 2-square burst) or
Ranged smoke grenade +10 (special, 2-square burst)
Base Atk +6; Grp +10
Force Powers Known (Use The Force +15) farseeing (may spend a Force point to reroll and keep better result), Force stun, mind trick, negate energy (2), rebuke
Abilities Str 10, Dex 18, Con 10, Int 16, Wis 15, Cha 15
Special Qualities Build lightsaber, Expert Pilot
Talents Damage Reduction 10, Dark Side Sense, Deflect, Wealth
Feats Force Sensitivity, Force Training (2), Linguist, Skill Focus (Use the Force), Skill Training (Use the Force), Weapon Proficiency (lightsabers, pistols, simple weapons)
Primary Skills Deception +10, Gather Information +10, Knowledge (bureaucracy) +11, Knowledge (galactic lore) +11, Knowledge (life sciences) +11, Knowledge (social sciences) +11, Perception +10, Persuasion +10, Pilot +7 (may reroll but must keep the result of the reroll even if worse), Use Computer +11, Use the Force +15 (may reroll to sense the presence and relative location of character with a Dark Side Score but must keep the result of the reroll even if worse)
Secondary Skills Acrobatics +7, Climb +3, Endurance +3, Initiative +7, Jump +3, Knowledge (physical sciences) +6, Knowledge (tactics) +6, Knowledge (technology) +6, Mechanics +6, Ride +7, Stealth +7, Survival +5, Swim +3, Treat Injury +5
Possessions 2 adhesive grenades, bracer computer, 99000 credits, encrypted long-range comlink, field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters,, 2 glow rods, 2 breath masks, all-temperature cloak), heavy blaster pistol with 4 spare power packs, 0 ion grenades, lightsaber with spare special energy cell, 2 smoke grenades, sonar mapper, blank datacards, personal holoprojector, security kit, sensor pack, sonar mapper, spacer's chest, surveillance detector, 1 medkit
Background
Fine. I was born on the rim, fell in with a swoop gang, and, yeah, that's where I got that tattoo on my arm. The law caught up with me, and at the time, there was a war going on. I hit the right height and weight parameters, and found myself training to be a... well, I think you guys called us "bucketheads" or "plastic boys". There's a lot that goes into training a Stormtrooper. A huge amount of time, effort, fighting side-by-side with your squadmates. Yeah, there's a good amount of... "morale videos". And I'm not gonna lie, when you're there, when you're going through that? I felt like I was doing the right thing.
And I got a tour of the galaxy. The mop-up on Yavin. Hoth. Bespin. There were times I was sure the Rebellion was going to be over in a matter of days. But damned if you aren't tenacious. For a group of rag-tag guerrillas, you guys put up one hell of a fight. You'd be surprised how much respect there is among the rank-and-file on the other side. That's partially why you get so many pilots defecting. That, and you put shields on your snubfighters. I never understood why we didn't do that. It'd be like sending us in without armor. Anyway.
I got pulled out of my unit after Bespin. Good thing, too - I lost a lot of friends over Endor. No, I don't blame you. It sucks, but that's war. That's why I'm here now, because there's no reason to keep up this endless bloodshed. What I'd do after Bespin? More training. Totally different regiment, it was like starting over from scratch. Where? Some rock, it's not important. Not sure I even remember the name of the place. Where'd you say the mess hall was?
Stats
(CL 11)
Medium Human Jedi 6/noble 1/soldier 3/Jedi Knight 1
Init +13; Senses Perception +14
Languages Basic
Defenses Ref 26 (flat-footed 23), Fort 23, Will 27; Block, Deflect
hp 78; Threshold 23
Speed 6 squares
Melee lightsaber +13 (2d8+7) or
Melee lightsaber +13 (2d8+9) with both hands or
Melee knife +12 (1d4+7)
Ranged heavy blaster pistol +13 (3d8+5) or
Ranged heavy blaster rifle +13 (3d10+5) or
Ranged heavy blaster rifle +8 (3d10+5) with autofire or
Ranged stun grenade +13 (4d6+5 stun, 2-square burst) or
Ranged ion grenade +13 (4d6+5 ion, 2-square burst)
Base Atk +10; Grp +13
Atk Options autofire (heavy blaster rifle), Point Blank Shot, Precise Shot
Special Actions Battle Meditation, Born Leader, Indomitable, Redirect Shot, Tough as Nails
Force Powers Known (Use The Force +16) battle strike, Force slam, move object, rebuke, surge
Abilities Str 14, Dex 16, Con 10, Int 10, Wis 18, Cha 12
Special Qualities build lightsaber
Talents Battle Meditation, Block, Born Leader, Deflect, Indomitable, Redirect Shot, Tough as Nails
Feats Armor Proficiency (light, medium), Force Sensitivity, Force Training, Point Blank Shot, Precise Shot, Skill Focus (Use the Force), Skill Training (2), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills Endurance +10, Initiative +13, Knowledge (tactics) +10, Perception +14, Persuasion +11, Use the Force +16
Possessions audiorecorder, heavy blaster pistol, heavy blaster rifle, ion grenade, knife, lightsaber, stun grenade
(CL 10)
Medium Human Jedi 5/noble 1/soldier 3/Jedi Knight 1
Init +13; Senses Perception +14
Languages Basic
Defenses Ref 25 (flat-footed 22), Fort 22, Will 26; Block, Deflect
hp 73; Threshold 22
Speed 6 squares
Melee lightsaber +12 (2d8+7) or
Melee lightsaber +12 (2d8+9) with both hands or
Melee knife +11 (1d4+7)
Ranged heavy blaster pistol +12 (3d8+5) or
Ranged heavy blaster rifle +12 (3d10+5) or
Ranged heavy blaster rifle +7 (3d10+5) with autofire or
Ranged stun grenade +12 (4d6+5 stun, 2-square burst) or
Ranged ion grenade +12 (4d6+5, 2-square burst)
Base Atk +9; Grp +12
Atk Options autofire (heavy blaster rifle), Point Blank Shot, Precise Shot
Special Actions Battle Meditation, Born Leader, Indomitable, Redirect Shot, Tough as Nails
Force Powers Known (Use The Force +11) battle strike, Force slam, move object, rebuke, surge
Abilities Str 14, Dex 16, Con 10, Int 10, Wis 18, Cha 12
Special Qualities build lightsaber
Talents Battle Meditation, Block, Born Leader, Deflect, Indomitable, Redirect Shot, Tough as Nails
Feats Armor Proficiency (light, medium), Force Sensitivity, Force Training, Point Blank Shot, Precise Shot, Skill Training (2), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills Endurance +10, Initiative +13, Knowledge (tactics) +10, Perception +14, Persuasion +11, Use the Force +11
Possessions audiorecorder, heavy blaster pistol, heavy blaster rifle, ion grenade, knife, lightsaber, stun grenade
Questions
1. Chen talks to everybody. He seems to view his time at the Academy as part training, part goodwill gesture from the Empire. The thing is, he isn't a diplomat. He's not even all that great with people. But he seems determined to be on good - or at least neutral - terms with anybody who will take the time to listen. Chen offers to help wherever he can, so it's likely that you were acquainted with him even before you became his apprentice.
2. Berru's a good kid. She has lots of raw talent, and she's gonna make one hell of a duelist one day. But right now, her skill behind the flight stick is not to be missed. Seriously, if you have a free hour, go down and watch her in the sims or get a recording of it to watch for later. Best in her class.
Rek no slouch in the pilot's seat, either. The flyboys back home used to share horror stories about dogfighting the Duros, and if Rek is any indication of the rest of his species, it's no wonder why. He doesn't seem to like me very much, but we'll get passed it. If I can get over talking to somebody without a nose, anything's possible.
3. Chen isn't quite sure why his superiors chose a soldier instead of a diplomat to represent the Empire at the Academy. He received a change of orders, reported for duty, and spent six weeks getting debriefed on past actions and briefed on his new assignment: look, listen, learn. Represent the Empire through word and deed. He'll do it, and he'll do it to the best of his ability, but there's a nagging doubt at the back of his mind that he's missing something.
4. I started out hating the Empire, but when you spend enough time around people, you realize that they're not all bad. And if the people aren't all bad, can the whole thing be all bad? The Empire is home, even if they are a touch xenophobic and... needlessly brutal. Upon occasion.
Screw the Hutts. I've no use for their kind. Nobody gets hit harder by the Hutts than the poor, and the poor are the ones who deserve it the least. Worm-ridden pieces of filth.
You know, I wasn't sure what to expect from the New Republic. A vicious gang of cut-throat anarchists who wanted to blow up the galaxy, like in the propaganda holo-vids? Nobody's cut off my hands yet, so that can't be right. It turns out that you guys are a lot like the Empire, except with more aliens. I'm OK with that.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Heir, I'm not set in stone on stuff, so let me know if there's anything you'd like changed to fit in line with your thoughts.
If it helps you with character creation, I'd recommend using this generator: http://www.mediafire.com/?9xwq4nt12gq4n Really helped me in the past. If nothing else, it's a good way to sanity check your build.
So guys, how do you want to start this? I can essentially pick up where we left off (I can add some narration giving a background as to how you got in your current situation). Or, we start right at the beginning again.
Nope, Chendaro can't fly. Didn't show any aptitude for it during screening, and the Empire doesn't like to generalize its troops.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Rek will actually defer to his master this time and let him answer the comm....
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Ha...hahaha....hahahahhahahahaha.
Probably not in this scene, because we're all diplomatic and stuff. But Chen strikes me as the sort of guy that digs his lightsaber, but still wears a blaster. And has a heavy rifle in his weapons trunk. With a couple grenades. Wears fatigues under his robes, and his robe doesn't get a lot of use.
I would say that in this particular scene that yes they should probably not come out of the ship looking like they're ready to occupy the city.
Does the leader have any insignia of rank on his uniform?
Knowledge (bureaucracy) (1d20+10=22)
The rest of the group is made up of mostly Lanniks, humans, and a weequay.
@JDarkSun, need a Perception and Knowledge (tactics) check from you.
@Klivian need a Knowledge and Perception check.
@Sakutian , keep on being awesome.
Perception (1d20+9=17)