There is more information concerning the story below but I figured I’d cover some basics here, the game will be ran much like a table top RPG and will also use dice, its set way into the future and basically the Republic has outlawed using the Force and the Jedi being recently discovered firstly have to survive, secondly have to grow their ranks and thirdly have to gain the trust of the Republic and restore the Jedi order to its former glory. There are many obstacles in the way but more about that later. All players will begin as Jedi Padawan and as a side note, it will be ridiculously difficult to become Sith (especially as no one has seen them for a very long time) so please if all you want to do is go evil and call yourself a Sith this game may not be for you :P I’m not saying it’s never going to happen but I am saying it’s not available and won’t be for a long time.
No need to worry about your Jedi Masters either as you will find out by reading the ‘Story so far’ there’s not enough Masters to go around so things will have to work differently for the time being. There will be a lot of story that I have set out but also a lot of free roam stuff. Also the way the Jedi Order is ran (When you get to that level) will be down to you also, for example the taking of Padawans the rules of attachment etc...
The Game will be ran in episodes much like the films and sometimes with short time skips between them.
Anyway down to business:
Episode 1 – Between a Rock and a Hard Place
412 ABY –
In 300 ABY there was a great war against the Sith Order, despite being great in power and in number the Sith were mostly destroyed and the rest of the order fled throughout the Galaxy. Over many years the Sith were hunted and killed one by one but this war and the subsequent hunt was not done by Jedi but yet an uprising of a political nature. Planets and Systems joined under one banner to lift the oppression of the Sith and eventually managed to take them down completely reinstating the Galactic Senate and cutting the Sith from the Galaxy like rotting flesh. The Republic now has one of the greatest armies ever seen, they have the combined army which includes many races and skills from all over the galaxy and this army is supplemented with Clones from the reinstated cloning facility and also many droids.
This Sith‘Cleansing’ as it was later dubbed on the surface seemed too good to be true and as most things that seem too good to be true, it was... The new ‘Collective Republic’ had no trust for the Force and outlawed its use. The remaining Jedi, which were extremely few in number retreated to a place where they were least likely to be searched for; Korriban. On Korriban the Jedi remained hidden and trained themselves; becoming more attuned to the Force. Over the space of 100 years many things changed, the Jedi Order became segregated and unsure of itself. Only having five surviving Jedi Knights made things difficult; none of them truly being a Master and none of them truly knowing their purpose. Some gave up the traditional rules and took wives/husbands and had children whilst others refused to abandon tradition and kept to their ancient rules and beliefs. In time some members gave themselves ‘Master’ status and some of the more traditional members of the order began seeking Padawans, this was done in secret and the upmost care was taken in keeping under the radar.
The Jedi remained hidden for over 100 years until they were discovered and attacked by the ‘Acolytes’. The Acolytes were weak shadows of the Sith, a subtle reminder of the Darkside even though they barely shared any force powers. Even with their weak fighting abilities the sheer amount of Acolytes forced the Jedi into retreat and with six of them dead the remaining two Jedi and a small group of Padawan’s barely escaped with their lives.
The Jedi retreated onto an old Starship that they had bartered off a merchant, now in Korriban space they find themselves exposed, vulnerable and unwanted. The Collective Republic has no doubt been informed of their presence and the Acolytes are surely on route to finish what they started...
Dice
All major actions within the game will be decided by Dice roll. Small things won’t be, like walking through a hallway, blowing your nose or beginning a conversation. However, if you wanted to run through the hallway dodging gunfire I may ask for an agility/speed roll and if the conversation was an attempt to gain mission critical information I may ask for a speech roll.
The number rolled on your dice will be the number of the stat being used, for example if you were trying to speak to someone to get mission critical data and your speech stat was 6, then you would roll a 6 sided die. If the person you’re talking to has a speech level of 5 then I would roll a 5 sided die on his behalf. For arguments sake let’s say you rolled a 5 and I (as the NPC) rolled a 4, then your roll will have been a success. Info Granted! I would then post on behalf of the NPC in the IC giving the information over.
When rolling for actions that use more than one stat, for example a force push into a prison cell, then you would add the Sensitivity roll (for the push) and Accuracy (to aim for the prison cell) and then after the roll has been made divide this number by 2 (because two stats were used).
Actions
Actions determine how many dice rolls you can make in a single post. As default you will begin with 4 actions per post and how you use your action is up to you, it could be climbing a wall, it could be making a perception roll to find out more information on a room, situation or your opponent or throwing a punch. You have 4 actions and you will be expected to RP the outcomes of these rolls in your next post, actions can also be left blank if you have no more moves to make. Conversation is not counted as an action and neither is movement as long as it’s done responsibly and your character doesn’t travel miles on foot with a gunshot wound in one post.
If you wish to learn a new Lightsaber form or work on a stat you can give up one of your actions entirely and dedicate it to that. For example ‘John Smith’ has 4 actions per post and decides that he wants to learn Soresu Lightsaber form and work on his strength for his character, he tells the GM that he will reduce his actions for this Episode to 2 and it will be assumed that the missing time is spent training in Soresu and conditioning his body. At the end of the Episode ‘John Smith’ will gain Soresu Combat and +1 to his strength stat in addition to any GM granted points he would already have gained.
Sneaking
If you wish to sneak you must choose sneak as one of your actions and then it is assumed that from then on you are trying to stay hidden. Other players/NPCs can roll perception rolls to discover you however and if they do you will have to evade them until you can use the Sneak action again.
Escaping
When trying to escape a situation or even trying to escape a battle you are in you must use an ‘Escape’ action, depending on the situation the amount of enemies your facing and the way you wish to make your escape will depend on which stat you must roll and what you must beat to get a successful escape. This will be at GM’s discretion.
Combat
General Combat:
Combat will be turn based; the attacker must queue up his/her actions, for example:
The player is attempting to slash at their enemies head and then deliver a force push sending their enemy over the edge of a cliff. The attacker would then add their rolls to their actions, so Slash to the head would be a strength roll and the force push would be an accuracy and sensitivity roll. It may look something like this:
1. Slash to the head – Str Roll: 3
2. Force Push – Over Cliff – Acc + Sen Roll: 7
Then I would roll on behalf of the NPC and let you know if you actions were a success or a fail. Then you can post in the IC about the results. If the combat is between players then it would be up to them to roll against each other. The posts being turn based means that once the above player has finished the other player/NPC will have a turn to attack until the fight is over.
In your posts during the battle it is important to first address the actions of the previous post and then put forward your actions, remember actions are things you intend to do depending on if the roll is a success.
Example:
Jedi:
The Jedi entered into form 1 to open the battle, igniting his Lightsaber and stepping forward.
Action 1: Force Push – Sen Roll: 5
Sith:
Sen Roll: 3 (failed to defend)
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The Sith immediately ignited his red blade and as he stepped into Ataru was struck with a force push as if from nowhere. The Sith dragged himself back onto his feet, he had to think his attack out, or maybe that was the problem, too much thinking not enough action.
Action 1: Head on rush attack – Str + Spd Roll: 7
Jedi:
Str + Spd Roll: 9 (Success to defend)
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After a successful force push the Jedi approach his fallen enemy only to see a sudden burst of speed and strength, it caught him off guard as the Lightsaber violently slash towards him with great speed. Jedi still maintained control of the battle using his attackers momentum to secure footing and plan his next attack.
Action 1: Counter with Power: Heavy Smash
Perception Rolls:
Perception rolls can be used as an action during battle in order to figure out something about your opponent. What this means is that you can pick one of their stats and roll ‘perception’, if the roll is a success then that stat will drop by 2 points. This roll can only be used once per post. Example:
Action 1: Try to figure out the Sith attackers Lightsaber technique (strength). (Per - roll: 8)
If this roll of 8 is a success the Sith’s Strength roll will drop by 2 points for the duration of this battle.
Perception rolls can also be used to figure out more information on a situation or to gain more details about a room, as often there are hidden objects or opportunities to be gained. The roll needed for success will be at the GM’s discretion.
Lightsaber Combat:
Lightsaber Combat will work exactly the same as General Combat except with a few things to note:
- Your starting Form must be declared at the beginning of combat
- Changing between forms in battle requires an action
- If you are unarmed in battle or have lost your Lightsaber you gain -8 strength
Space Combat:
Space Combat will be done exactly the same as above but with a slight difference. It will be a lot more based on out flying or getting the drop on your enemy in order to shoot them down, so more moves and tricks will be used in your actions. For example:
1. Roll to the left
2. Cut forward momentum sharply to get behind attacker
3. Target enemy
4. Fire Lasers
You must always target the enemy before firing, without targeting the enemy the chance of a hit would be extremely minimal. Almost all moves in your ship will include an intelligence roll of some kind. Looking at the above actions the rolls would look like this:
1. Roll to the left (Intelligence, Manoeuvrability)
2. Cut forward momentum (Intelligence, Manoeuvrability)
3. Target Enemy (Intelligence, Accuracy)
4. Fire Lasers (Intelligence, Firepower)
Torpedo’s have a much higher damage rate (x3) and therefore would need you to use two successful “Target Enemy” actions after each other before being able to fire them. Targeting the enemy also counts toward your next post unless your enemy manages to evade your ship somehow.
Damage Capacity
Health is calculated by taking Constitution score, times three plus ten (CONx2+10).
With 20 Constitution Health Pool will be 50.
With 1 Constitution Health Pool will be 12.
Damage is taken from whatever the successful roll was, for example Strength Roll: 6 (Success) = -6 HP. Drawing on a roll means the defender takes half the damage and a failed roll means the defender takes no damage.
Stat System:
Character
You have 20 points to share out amongst the following stats:
Speech = Attempts in persuasion, intimidation and conversation
Strength = Melee Combat Ability, lifting etc
Accuracy = Ranged combat accuracy (including force powers like push)
Constitution = Your ability to stay conscious when wounded, drink alcohol and resist torture etc
Agility = Reaction time and ability to dodge attacks/run
Intelligence = Mechanical repair, computer usage, lock picking, piloting
Perception = Ability to perceive things around you
Sensitivity = Force Power potency
Willpower = Strength of mind/resistance to Force powers
Ship
You have 13 points to share out amongst the following stats:
Hull integrity = the amount of damage your ship can take
Firepower = the amount of damage your ship can do
• Any special ammo etc must be cleared with me before the CS is accepted.
Manoeuvrability = the manoeuvrability of the ship
Speed = Ability to fly at speed
Lightsaber Forms:
Mastery
Lightsaber forms you already know can be mastered by giving up one of your actions for one episode, at the end of that episode you will gain master status on that form and gain a stat bonus.
Form I: Shii-Cho, also known as The Way of the Sarlacc, or The Determination Form:
Time needed to learn: 1 Episode.
+3 to any action attempting to disarm your opponent
-2 when in Lightsaber to Lightsaber Combat
Form II: Makashi, also known as The Way of the Ysalamiri, or The Contention Form:
Time needed to learn: 1 Episode.
+6 to Strength when in Lightsaber to Lightsaber combat.
-4 to Strength when fighting 3 or more opponents (Unless in Lightsaber combat only) and/or trying to deflect blaster fire.
Makashi Mastered (Replaces Previous Information):
Time needed to learn: 1 Episode (need to already know Makashi)
+8 to Strength when in Lightsaber to Lightsaber combat.
-2 to Strength when fighting 3 or more opponents (Unless in Lightsaber combat only) and/or trying to deflect blaster fire.
Power: Makashi Salute
Perform the Makashi Salute at the start of battle as your first action to change your +8 into +10 for that battle. (Only works when in Lightsaber to Lightsaber combat only).
The salute was not an attack or maneuver but a challenge to an opponent. The saber was held in one hand, brought up vertical directly in front of the practitioner's face
Form III: Soresu, also known as the Way of the Mynock, or The Resilience Form
Time needed to learn: 1 Episode.
+5 when defending with your Lightsaber.
-3 Strength when attacking with your Lightsaber.
Form IV: Ataru, also known as the Way of the Hawk-Bat, or The Aggression Form
Time needed to learn: 1 Episode.
+3 to strength when attacking
+2 when duel wielding Lightsaber’s
-3 to Strength when fighting 3 or more opponents and/or trying to deflect blaster fire.
Form V: Shien / Djem So, also known as The Way of the Krayt Dragon, or The Perseverance Form
Time needed to learn: 2 Episodes
+3 Defending from blaster bolts
+3 Strength in Lightsaber to Lightsaber Combat
-2 against single opponents (Unless in Lightsaber to Lightsaber combat)
Form VI: Niman, also known as The Way of the Rancor, The Moderation Form, and the diplomat's form
Time needed to learn: 2 Episodes
+2 on any roll using your Lightsaber
+2 Sensitivity when in combat
+2 when duel wielding Lightsabers
Form VII: Juyo / Vaapad, also known as The Way of the Vornskr, or The Ferocity Form
Time needed to learn: 2 Episodes
+6 to Strength when in combat
-4 when opponent uses a force power against you in battle
Powers
As a Jedi Padawan in the New Jedi Order you must have already chosen a path. The paths available are; The Consular: Diplomats, healers and negotiators. Consular’s prefer to use Force powers, speech and other none lethal but extremely effective means to get a job done, they also tend to use green Lightsaber’s. The Guardian: The Jedi orders warrior, training and learning mainly the ways of the Lightsaber and combat, they also tend to use blue Lightsaber’s. The Sentinel: Somewhere in-between the other two classes using many powers but still training highly in Lightsaber combat, they also like to learn such things as lock picking, computer hacking and mechanics, they also tend to use yellow Lightsaber’s.
Once a path has been successfully completed a Jedi can retake and master the same path gaining small stat bonuses to their powers (and sometimes hidden powers) or Choose another path to take.
Note: Passive powers are always active whereas Active powers need to be used as one of your actions and the numbers next to the powers represent the level at which you will learn that power.
Level
1. Force Persuasion (active) –
The ability to use the force in order to persuade the weak of mind. + 8 to speech.
2. Mental Fortitude (passive) –
The ability to use the force in order to increase ones mental resistance against another’s force powers. + 8 to willpower.
3. Force Leap (active) –
The ability to use the force in order to leap further distances. +8 Agility when leaping.
4. Force Speed (active)–
The ability to use the force in order to move at a much greater speed. +8 Speed when running.
5. Force Levitate (active)-
The ability to use the force in order to levitate an object/person off the ground.
6. Force Push (active)–
The ability to use the force in order to push an object/person is a certain direction.
7. Healing trance (active)-
The ability to use the force in order to heal ones injuries after battle. Go into a trance and heal 10 points every post spent in the trance.
8. Clairvoyance (passive) –
Sometimes whilst asleep or even awake the force (GM controlled) will communicate visions of the future with you.
9. Force Pull (active)–
The ability to use the force in order to pull an object/person in a certain direction.
10. Buried Presence (active)–
The ability to hide your presence within the force, meaning other force sensitive characters will not be able to “sense” you are a Jedi.
11. Force Throw(active) –
The ability to use the force in order to throw an object/person is a certain direction.
12. Advanced Healing trance (active)-
The ability to use the force in order to heal those around you of their injuries after battle. Go into a trance and heal 10 points every post spent in the trance.
13. Mindful Thoughts (active) –
Sometimes whilst around others it can be possible to read their thoughts and/or emotions. (Result is GM controlled).
14. Sense Disturbance (passive) –
You have the ability to sense a disturbance in the force and sometimes even ascertain what it is about. (Result is GM controlled).
15. Truth Sense (active)–
You can use this ability to sense if someone of weak mind is telling the truth or lying to you. (Result is GM controlled).
16. Hibernation trance (active)–
The ability to enter into a deep meditation, using one tenth of the usual oxygen one can appear to be dead for up to a month.
17. Remove Force Imprint (active) –
You are able to remove your ‘force imprint’ meaning that no other force sensitive character will be able to ‘feel’ that you were ever there, or that you are force sensitive at all, you can also remove others imprints.
18. Force Ghost Sense (passive)–
You have reached a level of Force control where you can/will be approached by former Jedi throughout the ages; they will help you and provide you with a deeper understanding of things. (GM Controlled).
19. Morichro (active) –
You have raised your meditation to the point where you can now shutdown all biological needs including breathing, drinking and eating and can last in this state for up to a year if needed. As an attack you are able to put other people into the same trance shutting them down but keeping them alive. If used mid battle this will stop the fight all together and make your opponent drop onto the floor in this trance. (Can only be used once an Episode)
Roll to defend against this power: 16+ Will = Success
20. Force Ghost (active)–
If you ever decide to let your character die and begin a new, then this character will be available to you as a force ghost. This Ghost will help you and train your new character meaning that your next Character will have 60% of the formers Stats when starting out and a new friend!
Level
1. Force Push (active) –
The ability to use the force in order to push an object/person in a certain direction.
2. Force Pull (active) –
The ability to use the force in order to pull an object/person is a certain direction.
3. Force Leap (active) –
The ability to use the force in order to leap further distances. +8 Agility when leaping.
4. Force Speed (active)–
The ability to use the force in order to move at a much greater speed. +8 Speed when running.
5. Force Levitate (active) -
The ability to use the force in order to levitate an object/person off the ground.
6. Force Throw (active)–
The ability to use the force in order to throw an object/person is a certain direction.
7. Force Persuasion (active)–
The ability to use the force in order to persuade the weak of mind. + 8 to speech.
8. Precision Slash (active) –
Using your skills with the Lightsaber you are able to make a precision slash injuring your opponent making them only able to use 3 actions on their next turn.
Roll to defend against this power: 16+ Agi = Success
9. Combat Trance (active)-
Going into a special trance before a battle ensures that in the following battle you will be stronger. +8 Strength to next battle.
10. Affect mind (active)–
You can affect the weak minded and make them perform small tasks. (GM’s discretion).
11. Block ability (active)–
Using the Force you can blind the enemy’s mind to one of their abilities making them unable to use it during the current battle.
This power can only be used once (successfully) per battle.
Roll to defend against this power: 16+ Will = Success
12. Combat Sense(active) –
You have a heightened sense of the battle field. When in battle this power can be used to drastically improve one’s Perception in order to take advantage of your opponent’s weaknesses. + 8 to Perception for this battle.
13. Battle Meditation (active)–
Going into a special trance before a battle ensures that in the following battle you and your allies will be stronger. +5 Strength to you and your allies in the next battle.
14. Lock Pick (active)–
You have a good knowledge of how to get into places you shouldn’t. +8 when trying to ‘Lock Pick’.
15. Hackers Delight (active)-
You have a good knowledge of how to get into computers/terminals/electronics you shouldn’t. +8 when trying to ‘Hack’.
16. Mechanic (active)–
You have a gift at fixing mechanical objects, from small droids to starships. +8 when performing any kind of Mechanics.
17. Infiltrator (passive)–
As a Sentinel Infiltrator you are very good at stealth meaning others are less likely to spot you when sneaking or figuring you out in battle. -8 perception to any opponent trying to spot you when sneaking or trying to figure you out in battle.
18. Tracker (active)–
You have a great ability to track animals and/or people and will often be able to figure out using footprints etc what happened in any given area. (GM’s discretion).
19. Recruiter (active)–
You can easily spot a force sensitive beings and using the force gain a rough estimate of their Midi-chlorian count.
20. Junk Titan (active) –
Using the force you are now able to construct and control a fallen droid with 50% of your stats for a limited amount of time (up to an Episode).
Level
1. Martial arts (passive) –
Even unarmed you are a formidable force managing to hold your own with hardly any loss to your strength stat. – 3 Strength (instead of -8)
2. Other Weapons (passive) –
Losing your Lightsaber isn’t that bad if you can grab anything else! – 1 Strength (instead of -8).
3. Heavy Smash (active) –
Using the force and brute strength to achieve an almighty smash to the enemy. +8 Strength when using this move in battle.
Can only be used once per post.
4. Force Leap (active) –
The ability to use the force in order to leap further distances. +8 Agility when leaping.
5. Force Speed (active)–
The ability to use the force in order to move at a much greater speed. +8 Speed when running.
6. Inner Peace (active) –
Using battle to channel yourself away from the darkside you are able to bring yourself to a state of peace allowing you to operate above your usual limits. +3 to all stats during this battle.
7. Courage (active) –
In the face of impending doom you become powerful as your courage and bravery kick in allowing you to draw on the deepest parts of yourself to carry on. Once per episode after losing 50% of your HP use this power to restore +35% (of total) HP.
8. Gather Strength (active) –
This power can be used before a battle to gather ones strength ready for the oncoming danger. +8 Strength during next battle.
9. Insight (passive) –
After your experience in battle you now find it easier to figure out an opponent. +8 perception when attempting to ‘read’ your opponent.
10. Force Persuasion –
The ability to use the force in order to persuade the weak of mind. + 8 to speech.
11. Beast Control (active) –
You are able to control beasts with weak minds. +8 Sensitivity when trying to affect the mind of a beast.
12. Force Weapon (active)–
You can now imbue your weapon with the force allowing you to hit and cause more damage. Also it allows you to use none Lightsaber weapons to clash against Lightsaber’s in combat. +8 Strength for current battle.
13. Absorb Energy (passive)–
There is a chance that Force Lightning can now be absorbed either by your hands or by your Lightsaber. +8 willpower when defending against force Lightning.
14. Affect mind (active) –
You can affect the weak minded and make them perform small tasks. (GM’s discretion).
15. Mental Fortitude (passive) –
The ability to use the force in order to increase ones mental resistance against another’s force powers. + 8 to willpower.
16. Jedi Ace (passive) –
You are now a Jedi Ace, capable of using your heightened sense of the force whilst flying your fighter. + 8 intelligence whilst piloting a fighter.
17. Expert Disarm (active)–
Your level of Lightsaber combat has increased so much that you now have a very good chance of disarming your opponent separating them from their weapon during battle.
Roll to defend against this power: 16+ Str = Success
18. Combat Sense (active)–
You have a heightened sense of the battle field. When in battle this power can be used to drastically improve one’s Perception in order to take advantage of your opponent’s weaknesses. + 8 to Perception for this battle.
19. Combat Trance (active)-
Going into a special trance before a battle ensures that in the following battle you will be stronger. +8 Strength to next battle.
20. Force Ghost Sense (passive)–
You have reached a level of Force control where you can/will be approached by former Jedi throughout the ages; they will help you and provide you with a deeper understanding of things. (GM Controlled).
CS Creation:
1) Distribute 20 points out amongst your stats, these will represent your dice rolls in situations that use these stats, all left blank will count as 0.
2) Choose your path, Consular, Sentinel or Guardian. Once you choose a path you cannot change until you have finished the path and then you can either Master that path by doing it again gaining stat bonuses and hidden powers or choose another path altogether.
3) Put above information on the CS and submit on the OOC;
Name:
Points: (for GM use only)
Gender:
Appearance:
Class / Level: (Consular, Sentinel or Guardian) / 1 (must begin on 1)
Rank: Padawan (Must begin as Padawan)
Powers:
Stats:
Speech =
Strength =
Accuracy =
Constitution =
Agility =
Intelligence =
Perception =
Sensitivity =
Willpower =
Lightsaber Forms: (Pick one form from the following; Form I: Shii-Cho, Form II: Makashi, Form III: Soresu.)
History:
4) Ship (Optional):
Name:
Appearance:
Hull integrity =
Firepower =
Manoeuvrability =
Speed =
If the CS is accepted a copy of it will be pasted onto the first page of the thread and updated with points as the game progresses to make sure everyone knows (including the GM) each characters progression!
Dice:
http://www.roll-dice-online.com/
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