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/sw/ - Star Wars

The Empire did nothing wrong.
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File: beac7f056c940a5⋯.jpg (562.92 KB,907x1251,907:1251,Bail_Organa_Mug[1].jpg)

 No.29201

Dawn of Defiance is nice, but doesn't give much direction for players beyond the RPGA guidelines for it. Further not all of us get to have Star Wars fans as all the players, so they may need some ideas for character creation. To that end I copied the style used for Pathfinder's adventure paths to write some notes to players. Any thoughts on this?

The Dawn of Defiance campaign opens shortly after the rise of the Empire, with the Clone Wars a very recent and vivid memory for most beings in the galaxy. The Empire has begun tightening its grip on star systems throughout the galaxy, and Darth Vader stands at the newly declared Emperor’s right hand, crushing any opposition and hunting down the last remnants of the Jedi Order. In these short months since the fall of the Republic, many have joined the Empire willingly, including the Core Worlds whose Human nobles stand to benefit a great deal from its tyranny. Similarly, many others have begun rebelling against Imperial oppression, finding themselves driven out of their homes (or worse) and forced to live in a galaxy that tolerates no opposition to the Empire. Throughout the Dawn of Defiance campaign, the heroes must deal with the reality that the Empire is a monolithic threat without any kind of organized opposition, and dealing with agents of the Empire can be dangerous.

The story of the ‘’Dawn of Defiance’’ campaign opens over the Core World of Brentaal, on a little space station called Sel Zonn Station. Brentaal is notable for one thing: It is where the Hydian Way and the Perlemian Trade Route, two of the galaxy's major hyperlanes, meet. Brentaal is largely devoted to servicing (or exploiting) the many travelers that pass through it, and has little of interest besides service and trade. Your character is, like the majority of people on Brentaal, most likely on it for transient reasons. Do not expect to stay long, as you will leave the system forever not too far into the first module.

The year will eventually be known as 18 BBY (Before Battle of Yavin), though your character will likely know it as Year 982 under the Ruusan Reformation or Year 18 under the Great ReSynchronization. At the GM’s discretion, there may be time skips of days to years between module of ‘’Dawn of Defiance’’.

Character Tips

‘’’Classes’’’

All base classes are suited for use in this campaign. Of the prestige classes, those not tied to a specific organization (except the Jedi and Rebel Alliance) may be used. Space segments are present, but not the focus, so an Ace Pilot may feel left out.

Ample story reason to be (re)trained as and multiclass to Jedi will be provided. No opportunities to learn from other force traditions are provided, but the identity of some of their force talents may be presented as an odd manifestation of ability.

‘‘‘Languages’’’

Few events in Dawn of Defiance involve language other than Basic. Of those that do not, most expect the player characters not to know the local language without droid or NPC aid. The languages most likely to come in handy are Huttese, the language spoken by the Hutts and the many criminals and underclass that gravitate to or hail from Huttspace, and ‘’Binary’’, the language “spoken” by droids. While Binary can’t be spoken by non-cyborg humans, nearly all droids respond to basic. Pak Pak, the language of the Neimoidians who ran the Trade Federation, may see some use. While it is difficult for most species to physically speak ‘’correctly’’, it can generally be understood and the Clone Wars may have given ample motivation to learn it (though Basic was, officially, the main language of the Confederacy).

‘‘’Species’’’

Most species around during this era are appropriate. Particularly rare and distinctive species may be quite conspicuous. Combat and jumping/climbing are expected, so droid character will want to be of a model capable of this or flight.

‘‘’Skills’’’

Most skills will receive regular use. Ride, however is only used once. Since most of the campaign will be spent hiding from the Empire, Deception is universally useful.

____________________________
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 No.29202

(part 2 since it is so long)

Motivations

This campaign expects your character is eager to strike back at the Empire, as well as be on Sel Zonn Station for some reason. These seeds will help provide a reason to be there, as well as give motivation for a character’s desire to strike back at the Empire. The most likely reason is that you are fleeing from some reason, as Brentaal is a good place to get rimward as fast as possible away from any heat and the Empire’s center of power.

‘’Just a Slaughter’’

You may have witnessed Order 66 first hand. You have seen there was no betrayal by the Jedi and the attack was unprovoked. The Empire can’t allow such knowledge to be exposed. You could be a Planetary Defense Force member, a navy volunteer, a local, or even be a renegade clone!

‘’Human High Culture Victim’’

The Empire implemented a humanocentrist “Human High Culture” policy that rendered many “aliens” second class citizens. You may have lost your job, and emminent domain may have conveniently targeted “alien quarters” when looking for land to build the new order’s fortress worlds.

’’Confederate Remnant’’

Not all Confederates were evil, and not all of their soldiers were droids. The Trade Federation brought order to chaos and many reasons for leaving the Republic were justified. You may even be a more intelligent battle droid, such as a commando droid, capable of operating independently that still considers the Republic their foe.

‘’’Jedi Motivation’’’

Since Order 66 is active and all player characters begin this campaign at level 1, working a Jedi into this campaign takes effort but is very doable. Some ideas are presented. If a character does not start with a lightsaber due to an origin, give them the full starting wealth.

’’Orphaned Padawan’’

The default expected origin for Jedi in this campaign is a Padawan that has escaped the Empire where their master did not. In this case your character will likely be a child or young adult.

‘’Service Corpsmen’’

Younglings who did not progress to Padawan, generally through a supposed lack of skill with the Force, generally joined one of the Jedi Service Corps dedicated to the betterment of the Galaxy: the Agricultural Corps, the Medical Corps, the Educational Corps, and the Exploration Corps. Since you weren’t shadowed by Clone Troopers, your chance of escaping the initial attack was quite good, and you may yet show your true skill with the Force. You may or may not have a lightsaber.

‘’MIA’’

You were separated from your mentor . You may have been presumed dead and accidentally abandoned, or you could have been the lone survivor after the deaths of your master and clone contingent. Regardless of the reason you have had to survive on your own for up to four years (possibly longer if you were lost during a Jedi mission before the Clone Wars) and have only just been found. Either your saviors didn’t realize you were a Jedi (your robes are likely long gone or unreconizable), didn’t care, or you somehow defeated them. Your lightsaber may or may not still work.

‘’Cularin Jedi’’

The Cularin system was home to an unusual group of Jedi who were far more lax about who they admitted, often training adult or even married individuals in the Force. While the academy was destroyed during Order 66, you may have been off world completing a Jedi Trial assigned by your superiors (often just a simple errand to expose the learner to the wider Galaxy). For more information on these unusual Jedi, consult the Living Force Campaign Guide. You will likely want to consult the article on Cularin's disappearance as well.

‘’Spirit Mentor’’

While the technique to become a Force ghost was quite rare during the twilight years of the Jedi order, it certainly existed. A dying Jedi (likely from Order 66) has become bonded to you and taught you the ways of the force in the afterlife. You may have seen the execution (see ‘’Just a Slaughter’’, though clones can’t be Jedi) or friend of the Jedi nowhere near their death. You likely don’t have a lightsaber, though you may have pilfered your mentor’s if you were present for his death. You should take the Guardian Spirit talent (‘’Jedi Academy’’ page 16).

‘’Dark Apprentice’’

Experienced roleplayers may consider playing a failed Dark Jedi apprentice. You may have rejected the training, or have been redeemed when a true Jedi defeated your master. Several Dark Jedi defected to the Confederacy, but many existed before the Clone Wars.

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 No.29235

And I realized the types of single quotes differ in my text editor, which breaks text formating. I think I should add something like the following to skills

At least one PC should be trained in the Pilot skill. Most modules will begin and or end with a space segment once the players have obtained funds for a ship. If multiple PCs wish to be pilots, consider a Wayfarer transform or Citadel class Cruiser.

Also I looked multiple times, but couldn't find one: Did Saga ever print a four+ person civilian airspeeder that could remotely fit how the PCs are expected to buy one in Core of Corruption aside from the Medilifter Transport (which doesn't even have a picture)?

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 No.29246

Forgot in motivations

Force Adept

All Force users, not just Jedi, have been victims of the Imperial purges. Self trained and intuitive Force users are forced to serve the Empire, or be killed. Characters of this background should have the Force Sensitive trait and be trained in Use The Force.

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 No.30510

Went back and checked TLF stuff.

> or even married individuals in the Force

Doesn't seem to be true, and in-fact the bad guy for the last arc was still thrown out of the order for trying to start a romantic relationship. Likely may have been something pre-episode 2 (Same reason Ki-Adi-Mundi was a polygamist, without as clever an explanation) I was thinking of.

Further research shows that the events of part 4 have been explicitly dated to 17 BBY. The empire started in the 5th month of 19 BBY so it's possible the campaign starts late in that year instead of 18BBY.

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 No.30511

Oh and may suggest Hapes as a possible destination a character is trying to get to besides "away from the core as possible". One of the Saga books explained their advanced tech by taking in Confederate scientists. Suggests their isolation was more in the sense of "interwar United States" than "sakoku". Brentall>Taanab>Hapes seems like a plausible route. If nothing else a character may be intending to try and it's not really relevant if it would work.

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 No.30836

On the GM side, any ideas for running an interlude between modules 3 and 4? That gap has some very big things left open for GM use Force users becoming Jedi and getting lightsabers and the players getting a ship. Thus it seems natural to design an interlude there.

Initial idea I'm thinking of is sending the players to Dantooine while Denia has meditated on the answers. Denia is aware of the crystal caves there and knows they were fairly obscure info within the Jedi order and might have escaped Imperial blockade. While there, Organa wants them to scout a location for a base (The EU, as far as I can tell, never delved into the history of that much despite its prominence in a few games). Any ideas for encounters beyond going into the Kinrath caves to loot some crystals and killing Kinrath and being attacked by remaining battle droids?

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 No.30860

>>30836

Oh and the cave, which is spooky and mildly force aligned in KotOR, presents the Trial of Spirit somehow since that's the only one of the knight trials that I can't easily point to something in the first three modules and say "that was the trial of ___" aside from Flesh which backstory should cover.

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 No.30880

>>30836

If I were you I wouldn't make the interlude a moment to lorefag, make it a moment to explore the player's characters. I'm running it now and I've been writing down things to throw at the players based on backgrounds I had them build at the start, that's what I'll run for the interludes (mind you it's fine to fit in lorefagging in the background of the more personal story).

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 No.30887

>>30880

Yeah, but that's player specific. Need to have an outline to throw it into.

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 No.30891

>>30880

Oh and any feedback on the information for players part?

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