Moto Khulun wrote:Hello friends,myself as Dapper Dog and my co-GM, Nekoinu will be running a Star Wars game based on the Fantasy Flight Games rules set. This is a continuation of the game started with Star Wars: Korriban Academy found here. Where the last game was Force user focused and Empire focused, this game will have characters from Republic, Empire, and those folks who like to live on the edges with allegiance to none.
This game is planned for the 9th of June, with character submissions starting the 4th of June and Pre-Game starting the 7th of June of 2017. I will be fielding questions here and putting up previews of information.
Characters: Returning characters are free to reprise and new characters will be built on the standard point total and then add 65 experience points. All characters will start with 5 Obligation. Players can gain an additional 5 Obligation to start with a ship. New players will also receive one of the following: 2500 extra credits or 500 Credits and 1 Signature item like a Lightsaber or Special Armor.
First up the Dice Rolling rules:
All dice rolls will be handled by orokos.com they have an expression system for the Star Wars game. Make sure to set the campaign to Nar Shaddaa.
Edge of the Empire - XeY, where Y is the first letter of the die type: Ability, Boost, Challenge, Difficulty, Force, Proficiency, or Setback.
Edge of the Empire: 2eA+1eP+3eD 2 Ability 1 Proficiency 3 Difficulty dice
Example rolls:
Lightsaber: 1eA+3eP+2eD+1eS 1 failure, 1 advantage
Athletics: 2eA+1eP+1eD+1eC 1 success, 2 advantage
Piloting Planetary: 2eA+1eD+1eC+1eB 1 success, 1 threat, 1 Despair
Force Die will be use #eF on Orokos see examples below:
Force Die Roll: 3eF 2 Light Side, 2 Dark Side
Force Die Roll: 1eF 2 Light Side
There may be times where you roll a Force die with other dice, for example:
Charm + Influence Control: 1eF+2eA+1eP+2eD 4 successes, 1 advantage, 2 Light Side
Moto Khulun wrote:HuttBall
Huttball is a violent sport of two teams playing a game of capture the flag with a glowing orb. The goal is get the orb from the center of the map to the goal of the opposing team. These matches are usually pretty fast about fifteen minutes on average with two teams of six. The game used to be very violent but it became hard to find players to replace the old guard so they overhauled the game with stun weapons and it has resurged with popularity though some grumble that something was lost without the average death per match.
To play Huttball requires a variety of skills and specialty roles per team. In general the best teams succeed by working together and playing to their strengths and covering a variety of skills and rolls. The game is demanding both mentally and physically and still quite dangerous even with stun weapons.
Skills for use in a Huttball match; Athletics, Brawl, Coercion, Cool, Coordination, Deception, Leadership, Melee, Perception, Ranged Light, Vigilance, Skullduggery, and Stealth. Each player on the team makes two skill rolls versus Hard difficulty.
Every success rolled is totaled up and every four successes counts as a goal. A Triumph always counts as a goal by itself. A Despair rolled means the player has suffered a game ending critical injury, roll on the critical chart and can no longer participate in the game. If the roll fails then keep track of the failures, every four failures is a goal for the opposing team.
Advantages can be used to aid you teammates, 1 advantage can be used to add a boost die to the next teammate to roll and 2 advantages can be used to aid a teammate of your choice; either option can only be used once but you can do both options for a total of 3 advantage. Advantage can also be used to recover strain.
Threat rolled does strain per each Threat rolled and if three threat are roll the opposing team scores a goal instead. If the Character rolled a Despair on their turn the strain done is converted to wounds.
At the end of each player’s turn they must make an Average Resilience check or suffer three strain. Advantage may be spent on the Resilience roll to recover strain and Threat increases the strain done. Triumph rolled allows the player to either ignore the next Resilience roll on their turn or improve the Resilience skill check of an ally by 1 upgrade. On a Despair the character takes wounds instead of strain. This Resilience skill check does not count towards the Perfect Team bonus. This roll is not affected by ally bonuses.
Perfect Team bonus if each member of the team succeeds at a different skill, for all twelve rolls, they gain 6 successes on top of whatever they scored. This means no two members can use the same skill twice every member must use two different skills out of the thirteen choices.
HuttBall Rounds
First player rolls their first skill and then makes their Resilience roll. The next player does their first skill and then resilience roll and all the way till all players have made two skill rolls apiece. You make a Resilience roll each round.
After the last player goes total up the score to figure out the number of goals.
For example... Hondo tried to use a shock sword to effectively knock down opponents but is just not very effective at making a hole for his team.! This is his first "turn" action.
Huttball - Melee: 2eP+1eA+3eD 1 failure
Now he makes his Resilience roll... and he takes 5 strain for his troubles. Hondo gets pummeled out there for his efforts.
Huttball - Resilience: 2eA+2eD 0 successes, 2 threat
Next up is Marli and she tries to rally the team to victory. She is capable of pushing the team to an advantageous position but pays for it with a strike to the shoulder! She suffers two strain.
Huttball - Leadership: 2eA+2eP+3eD 1 success, 2 threat
Now it is her Resilience roll... she succeeds but still is winded by the immense effort and suffers 2 strain due to Threat.
Huttball - Resilience: 1eA+2eD 1 success, 2 threat
Then it moves to the third player... all the way to the sixth player and then starts again until all players have made two actions. Then tally up successes and failures for the score, plus any bonuses from Triumph or Despair... or Threat and such. Remember the Resilience roll does not count towards the score.
Moto Khulun wrote:If you are not familiar with the rules I can work with you. This is a continuation of the campaign started with the Korriban Academy, but this one will be open to Empire, Republic, Independents, force users, and non-force users. It takes place in the Old Republic era, specifically the era just preceding the Star wars the Old Republic game, in fact many faces from that game have and will appear altering the course of events as portrayed.
This game takes place on the Hutt controlled world of Nar Shaddaa during tentative peace talks between the Empire and Republic, this the primary conflict of the story arc but not the only story. Those who who are returning are highly encouraged to continue their own personal sagas, some of which will probably entwine them with the main plot and other new side plots. New players don’t fret though, I am willing to work with you to make fun personal stories, and unexpected twists.
Basic State of the Galaxy
The Galaxy is embroiled in war between the Galactic Republic and the Sith Empire, currently the Sith are having great success in the outer rim and the Republic is holding ground in the Core but the devastating victories are taking a toll and some worlds are faltering in their desire to stay in the Republic. It’s a time of adventure for those who seek to better themselves regardless of affiliation as both sides utilize mercenaries, special operatives, and smugglers/criminals for their own interests.
Despite the War, Nar Shaddaa is controlled by the Hutt Cartels who have ties to both sides and want no part of the warfare in their more lucrative sectors. The Hutts have been been given incentives to host the peace talks, which could end open warfare for a time if not permanently but are wary of the espionage and intrigue that hosting such a summit could bring.
Nar Shaddaa - Smuggler’s Moon
Nar Shaddaa is a moon of Nal Hutta, the center of Hutt politics and a polluted and dangerous swamp world. The moon is essentially a miniature version of Coruscant, the whole surface is urbanized with sprawling towers and constant stream of traffic but that is where the similarities end. The Hutts only care about money and wealth, anything goes, and as long as their interests are not threatened they don’t intervene. This makes the moon popular with criminal networks, corporations looking for extremely lax regulations, and any miscreants wanting to disappear.
Republic and Empire presence is tolerated but with strict mandates not to bring the war to Nar Shaddaa and constant observation that neither side is looking to simply take over. Anything goes here and everyone wants something, security forces are by the hour and always on the take, everyone lies, and everyone has secrets they would kill for. The Hutts have cultivated a world dedicated to the spirit of trade, anything can be found or bought here; from slaves to rare crystals for lightsabers… to chemical bio weapons. The only rule is don’t piss the Hutts off and if you do, ply them with as much credits and favors you can muster. Just don’t let them own you in the process, a task easier said than done.
Potential Stories
The main thrust of the game will be the peace talks, but that is a larger story and within that will be subplots tied to that main story of the deals, espionage, and violence that keep the Galaxy humming along. Beyond that there will be a chance to interact with Mandalorians looking for extreme challenges on Nal Hutta, whispers of an Evocii rebellion… talks of a lost Sith temple on Nal Hutta, and earning the favor of a powerful pirate queen among others.
The game aims for a dramatic style similar to the films with a darker Noir tone given the setting. Outright warfare between the factions is not a focus and any violence will be in the shadows, and player versus player violence is discouraged, though indirect conflict is totally fine. There will be opportunities to make enemies and friends on all sides and that is highly encouraged too.
War does not mean that individuals can't have relationships to further complicate the drama, in fact that is highly encouraged. As said before storylines started previous to this game can be continued!
Ask any questions below and I hope to post a few things in the coming days like rules snippets, locations, or NPCs.
Moto Khulun wrote:Scrutiny
Scrutiny goes down by .5 each day naturally, this means if positive subtract .5 if negative add -.5 and this can not go down below -3.0 via this normal reduction.
- Scrutiny Rank 4.0: Same as the previous rank but if the game day begins and ends at this rank the talks end and the Hutts send everyone home, they feel that the Republic and Empire are both plotting against them. If a day starts at this rank it will generate an Appeasement Event.
- Scrutiny Rank 3.9 to 3.1: Imperial and Republic characters suffer two setback dice in all event threads due to increased eyes from the Hutts and all prices on Nar Shaddaa are decreased by .8 times. The Hutts are wary of events on the Smuggler's Moon. Unaligned characters suffer an upgrade to a single difficulty roll in all event threads in addition to the setback from the previous Scrutiny level due to increased Hutt paranoia.
- Scrutiny Rank 2.1 to 3.0: Imperial and Republic characters gain a boost die to all rolls in an event and prices drop to .9 times the normal cost. The character increases the difficulty of one roll in an event by 1 in an event. Paranoia is high for the hutts. Unaligned characters suffer a single setback die in all event threads due to Hutt eyes on them.
- Scrutiny Rank 1.9 to 2.0: Imperial and Republic characters gain a boost die to all rolls in an event and prices drop to .9 times the normal cost. But the Hutts are suspicious and players suffer a penalty of 1 setback die to any one roll in an event thread. Hutts don't like how quiet things are.
- Scrutiny Rank 0.9 to 1.0: There is no penalty to any rolls in all threads and prices hold steady, all players may add 1 boost die to any one roll in an event. The Hutts are at ease and feel all is well.
- Scrutiny Rank 0.9 to 0.0: There is no penalty to skills and no increase to fees across Nar Shaddaa, the Hutts feel everything is good and calm.
- Scrutiny Rank -0.9 to -1.0: Imperial and Republic characters suffer a setback die in all event threads due to increased interference from the Hutts and all prices on Nar Shaddaa are increased by 1.2 times. The Hutts are wary of events on the Smuggler's Moon.
- Scrutiny Rank -1.9 to -2.0: Imperial and Republic characters suffer two setback dice in all event threads due to Hutt interference and increased paranoia. Prices are increased by 1.5 times on Nar Shaddaa and certain areas are now off-limits to Imperial and Republic characters.
- Scrutiny Rank -2.9 to -3.0: Imperial and Republic characters suffer a single setback and an upgrade to difficulty dice in all event threads. Prices are increased by 2 times on Nar Shaddaa and certain areas are off-limits to Imperial and Republic characters. The Hutts are on edge. Unaligned characters suffer a single setback die in all event threads due to Hutt eyes on them.
- Scrutiny Rank -3.9 to -3.1: Imperial and Republic characters upgrade two dice in all difficulty rolls in all event threads and prices jump to 3 times normal on Nar Shaddaa and very few areas are accessible to the Imperial and Republic characters. Unaligned characters suffer an upgrade to a single difficulty roll in all event threads in addition to the setback from the previous Scrutiny level due to increased Hutt paranoia.
- Scrutiny Rank -4.0: Same as the previous rank but if the game day begins and ends at this rank the talks end and the Hutts send everyone home. If a day starts at this rank it will generate an Appeasement Event.
Appeasement Events are events that are generated when the Hutts get very concerned and remove or add 2 full ranks of scrutiny to the end of the day total.
Additional Rules
Once per session a player can do one of two things; they can bribe or make gifts to the Hutt Cartels which is 250 credits per each +.1 they wish to add to the Scrutiny score this will only ever improve the score.
So for example if Scrutiny is at -1.8 and you give them 750 credits then you improve the Scrutiny to -1.5 after the bribe. This can be done once per session.
Or they can make a skill roll versus Hard difficulty with 1 challenge die and 2 difficulty dice, 1 red and 2 purple. This is considered an event roll so Scrutiny affects this as well. They can make any skill roll that they can justify will aid or hinder the Hutt Cartel, this roll takes a time slot and cannot be done in an actual event thread. It also has to be done in the Y’toub system for it to count and not in Hyperspace.
Succeeding on this roll grants .1 point they can add or subtract from the Scrutiny total. Each additional success adds another .1 point to the total. A Triumph adds .3 to the total per Triumph rolled. A Despair means that the Hutts have identified you as a target of interest, this is rarely good.
Advantages can be spent thusly, 2 advantages will grant you anonymity meaning no one knows you did this. Three advantages means you can add another .1 to the total. Threat causes strain, if 3 Threat are rolled then you have offended the Hutts and reduce the current Scrutiny by -.2 no matter the other results.
This means that a player can increase or decrease Scrutiny by the total of their roll. They have to commit before hand to either raising or lowering Scrutiny before the roll and then all points gained are either used to lower or raise the Scrutiny based on that choice.
Scrutiny cannot be increased above 3.5 or below -3.5 using this method.
Moto Khulun wrote:Dock Fees
One of several major spaceports on Nar Shaddaa, Mezenti is the primary entrance for most people traveling off word and the main port for all Imperial and Republic traffic. The security here is high, Hutt Cartels make sure that nothing interferes with the flow of business. Dango the Hutt owns the massive port, and her people administer the taxes and duties for travelers.
OOC: Anyone that has their own ship and wishes to have safe port needs to pay 300 credits per session (3 game days), for secure port. Failure to pay usually ends up with the ship impounded for an additional fee of 250 credits and if not claimed by the start of the next session the Hutt Cartels seize the ship and sell it for parts.
Shinjo Liu Yue wrote:Anyways, I will display the first NPC. Jedi, Sith, meet your new best friend:
Malto Brin
Commander Brin is one of the heads of security on Nar Shaddaa. He is in charge of keeping Republic and Empire liaisons in line and it is clear that he treats such a duty seriously. Perhaps too seriously. He expects any outsiders to follow his directives and he is not afraid to abuse his position to get what he wants.
Many know that he aspires to join the Mandalorians. He has a warrior’s skill set but not the resume nor push for it.
Moto Khulun wrote:
Thy Yulani
Coming back from the dead, so to speak, has been an interesting experience for Thy Yulani. She is about as old as Satele and looks less than half her age, having been frozen in Carbonite for a few decades on Korriban, long story. She returned to action and has been operating in Hutt space in an unofficial capacity as she wasn’t sure how the Jedi council would handle her resurrection.
Having been fully reinstated after a lengthy evaluation and some awkward questions Thy is ready to fight the good fight for the right reasons. She believes the war can be ended without everyone dying and she is an idealist with a slight mischievous spunky streak. She enjoys challenging herself and has a knack or curse for ending up in crazy situations even by Jedi Knight standards; she has a close if somewhat awkward relationship with Satele, again a long story.
She keeps a keepsake of a selfie with some Sith as a reminder of happier times, again a long story.
Moto Khulun wrote:Massassi
Faction: Imperial only.
An off-shoot species, there is evidence they are the product of a breeding program to produce shock troops for the ancient Sith, but such facts are lost to time. They originate on a moon in the Yavin system and were uplifted by the Empire to be shock troops and soldiers. Brutish and fairly primitive, they posses a natural predilection for violence that makes them dangerous.
Physiology: Massassi are large with builds similar to the Sith but emulate the older sith species more so than the modern True Sith. They have powerful builds and average seven feet in height with crimson tones of skin, no body hair and ropy muscle.
Society: The Massassi are bound to the Empire through their Queen, a powerful being steeped in the dark side and ancient Sith lore. Within the Empire they are rare and are an oddity, feared and having a place that is above aliens but below humans and True Sith... yet respected for their power.
Their relation to the ancient Sith gives others pause but still they are still making a place for themselves in Empire society outside of the Yavin system.
Homeworld: Native to Yavin IV, they appear nowhere else in the galaxy.
Perception of the Force: The massassi have a natural tendency to see the Force as dark magic, and although the talent is not common it does occur and such individuals are sometimes shunned or become strong leaders. With their alignment with the Empire, the Sith are hesitant to teach them the Sith ways, but it is only a matter of time before a Massassi comes to Korriban.
Species Abilities: Brawn 3, Agility 2, Intellect 1, Cunning 2, Willpower 2, and Presence 2
Wound Threshold: 13 + Brawn
Strain Threshold: 9 + Willpower
Starting Experience: 90 XP
Special Abilities: Massassi begin the game with one rank in Melee, they still may not train the skill above rank 2 during character creation.
Massassi Resilience: Massassi are incredibly durable and can shrug off damage that would fell lesser creatures. They Gain 1 additional soak than normal, this stacks with armor.
Moto Khulun wrote:One more NPC for the Empire.
Darth Xevious
A dark lord of the Sith, Xevious killed his master decades ago. Many joke that he ate his master, given his girth and prodigious appetite. Despite his size he is a talented lightsaber fighter, though his skills are more in explorations of the dark side of the Force. He has spent much of his time studying the many lesser species of the galaxy and there are few with his first hand experience of disparate alien races.
Head of the Imperial delegation, the work of finding peace with the Republic falls to his shoulders; although fairly traditional in his practices he does see that peace is a much better long term solution than constant war.
Xevious is rarely without his slaves and retinue of loyal Sith apprentices who struggle for his favor. He tends to be dismissive of other Sith that do not serve him directly and tends to see daggers in the shadows, and considering his position the daggers are there even if no one can see them.
Moto Khulun wrote:Backgrounds
Rules Mods: Every new character in this game will be allowed to choose a Background which grants an additional skill at Character Creation, this bonus skill cannot take a skill above 2 as per normal character creation rules.
Backgrounds
- Military Training: The character was in the military, Republic or Imperial; or perhaps they served as mercenary or part of a private security force. The character can choose between Ranged Light (Agility) 1 or Leadership (Presence) 1.
- Criminal Background: The character was involved with the wrong side of the law, maybe they served in a gang or were involved in organized crime. The character can choose between Skullduggery (Cunning) 1 or Stealth (Agility) 1.
- Galactic Professional: The character was in a high skill training occupation, perhaps a lawyer or doctor or high powered business man. The character can choose between Knowledge Education (Intellect) 1 or Medicine (Intellect) 1.
- Wealthy Galactic Citizen: You come from nobility or great wealth, perhaps from a noble line or from a wealthy family before you chose a life of adventure. Character can choose between Knowledge Core Worlds (Intellect) 1 or Charm (Presence) 1
- Slave Origins: You were at one time enslaved, either born into it or forced into it through circumstances of your life. Perhaps it was a punishment or you were taken by slavers, that life has hardened you. The characters can choose between Brawl (Brawn) 1 or Resilience (Brawn) 1.
- General Citizen: One of the numberless masses living in the glaxy, you lived a fairly ordinary life before destiny chose you for something more, perhaps greatness or infamy. The characters can choose between Streetwise (Cunning) 1 or Piloting Planetary (Agility) 1.
- Science or Academic: You have pursued a life of knowledge either in science or in general academics, perhaps you are or were a teacher or an inventor. The character can choose between Knowledge Education (Intellect) 1 or Mechanics (Intellect) 1.
Shinjo Liu Yue wrote:So who's ready for more NPCs? If you're not, well, too bad!
Let's start with someone to foil the good Darth Xevious. In the other corner, for the Republic is...
Senator Herresh Seir'oto
Herresh Seir’oto is the lead Senator in charge of negotiations on Nar Shaddaa. He represented his homeworld, Dac, alongside the Chancellor Berooken before the latter's election. He is well-known for being a dependable, hardworking, and compassionate; he has maintained a healthy relationship with the Quarren that he has sworn to represent. Outside of the Jedi, he is likely the most pure soul on Nar Shaddaa.
But he would not be sent to the Hutt Cartels if he was unfamiliar with the criminal underworld. His willingness to work with it should not be mistaken for corruption, however. What he does is genuinely for the Republic, not his own self-interest.
---
But don't let you think that our Dark Lord of the Sith is unhelped! Alongside him is...
Anhel Rolm
Anhel’s mother ascended to the position of Grand Moff after the predecessor’s unfortunate demise. This young man played his part in the condemnation of Moff Serasai, giving testimony against the man, but he is clearly not the mastermind. Though he came to Nar Shaddaa for a ‘vacation,’ the fact is that he is building up rapport for Darth Xevious’ delegation. His duty is to schmooze the big players in the Upper Levels. Such a task is easy with a permanent invitation to the exclusive Club Vertica.
---
But maybe you don't care about all this politics. Maybe you just want a good heist. May I present...
Aris N'ventas
Before coming to the Y'Toub System, Aris was a master at industrial espionage. He fed insider information on companies such as Corellia StarDrive to the Hutts. His most fabled work was stealing the plans of a new line of prototype starfighters that the Galactic Republic hoped to utilize against the Sith Empire.
With his cover blown, he came to Nar Shaddaa for a safe haven and a place to spend his well-earned cash. He is still called upon for his ability to slice into systems and to teach those with potential to follow in his footsteps. He does so with reluctance, claiming that it is a waste of time, but those who know him well are quick to state that he was never one to turn down potential profits.
Moto Khulun wrote:
Colonel Elin Garza
Decorated soldier of many campaigns and operations, public and classified, Elin Garza is the ideal trooper. A woman dedicated to her work with a single minded dogged determination to see every mission through to the end no matter the cost. She is a hard woman, with a very militant outlook on life. She sees the Empire as corrupt and the only way forward is to destroy it by any means necessary.
There can be no peace in her mind but she is also a dutiful soldier and will publicly never go against the lawful orders of the Republic Armed Services. She prefers facing her enemies in the field and her current assignment as the military adviser to the Republic delegation was not her first choice but it does put her in a unique position to mount operations to cripple Imperial operations in the Y’toub system.
She does not have a high opinion of the Jedi, feeling often rightly, that they often complicate military operations more so than aid in their success. She does not hide this disdain.
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