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A simple Hyperspace Jump to Coruscant at the end of their victory tour two years after the end of the Yuuzhan Vong War for the Legacy Fleet of the New Republic Forces and Team Wraithblade of New Republic Special Forces has turned into much more than they ever expected.

Game System

Star Wars

Detailed Description

Battlegroup Reef Dancer...

Task Force Omicron-Nebula One-Three...

Squadron Darkstar....

All of these are amongst the most celebrated combat formations in the New Republic Fleet. All started in the Rebel Alliance Fleet, then proceeded to serve in the New Republic Fleet, before serving against the Yuuzhan Vong as part of the Grand Alliance Fleet. All served with honor, all saved millions, if not billions, of galactic citizens, and all accrued yet more awards.

By the end of the Yuuzhan Vong War, however, all of their ships were showing their age. None were falling apart--yet, at least--but all were no longer capable of accepting Service Life Extension Refits, all were no longer capable of accepting cutting age technology, and even the basic technologies necessary to fight the Yuuzhan Vong, all 'new' tech, was very difficult to refit to these proud ships.

After a final year of patrolling the galaxy, building and keeping the peace, all were withdrawn from frontline service. After an exhaustive review, it was determined that that these proud, lethal, and storied ships were no longer fit for continued military service. Combined into the 'Legacy Fleet', they were sent on one last mission: To tour the sites of the greatest battles of the Rebel Alliance, New Republic, and Grand Alliance, letting citizens pay tribute to the Legacy Fleet while also letting the veterans of the Legacy Fleet pay tribute to their service and their absent companions.

On their way back to Coruscant for formal conversion into museum ships, however, the Legacy Fleet is detoured to a secret installation in order to pick up some classified cargo and classified personnel and transport them back to Coruscant.

That is where you come in. Members of Team Wraithglaive, a Special Operations Team that has been together since a year before the Battle of Yavin (although some of you may have even more history), you have seen just as much combat as the ships of the Legacy Fleet. Given that Team Wraithglaive served aboard most of the ships of the Legacy Fleet at one time or another, it was decided that your last assignment before being permanently rotated into training assignments or retirement (as each of you prefer) was to tour with the Legacy Fleet. Given your experience and proven capabilities, Team Wraithglaive was assigned to escort the classified VIP and classified package onboard the Legacy Fleet for transport to Coruscant.

Now you all are about to head to Coruscant after making a pick up of the VIP and package from a planet known only as "Watchtower 271"...

  1. What's new in this game
  2. That was what I was feeling out with my question.
  3. The new forum has really messed up the copying over of characters. Might be a good idea, as a warm up, to get things reformated.
  4. My characters are still ready to go.
  5. As my characters are now done- I'm good to start whenever.
  6. When would you all like to start play?
  7. Ranks of the New Republic Defence Forces NRDF Ground Troops/NRDF Special Forces/NRDF Fleet/NRDF Intelligence/NRDF Jedi Specialists RANKS >R-1: Trooper (Dark Red/Black/Dark Blue/Dark Green/Gold One Slash on the Right Chest) >R-2: Trooper First Class (Dark Red/Black/Dark Blue/Dark Green/Gold Two Slashes on the Right Chest) >R-3: Specialist (Dark Red/Black/Dark Blue/Dark Green/Gold Three Slashes on the Right Chest) >R-4: Corporal (Dark Red/Black/Dark Blue/Dark Green/Gold One Square on the Right Chest) >R-5: Sergeant (Dark Red/Black/Dark Blue/Dark Green/Gold Two Squares on the Right Chest) >R-6: Sergeant First Class (Dark Red/Black/Dark Blue/Dark Green/Gold Three Squares on the Right Chest) >R-7: Gunnery Sergeant (Dark Red/Black/Dark Blue/Dark Green/Gold Four Squares on the Right Chest) >R-8: Sergeant Major (Dark Red/Black/Dark Blue/Dark Green/Gold Five Squares on the Right Chest) >R-9: Lieutenant (Dark Red/Black/Dark Blue/Dark Green/Gold One Circular Pip on the Right Chest) >R-10: Captain (Dark Red/Black/Dark Blue/Dark Green/Gold Two Circular Pips on the Right Chest) >R-11: Major (Dark Red/Black/Dark Blue/Dark Green/Gold Three Circular Pips on the Right Chest) >R-12: Colonel (Dark Red/Black/Dark Blue/Dark Green/Gold Four Circular Pips on the Right Chest) >R-13: Commander (Dark Red/Black/Dark Blue/Dark Green/Gold Five Circular Pips on the Right Chest) >R-14: General/Admiral (Dark Red/Black/Dark Blue/Dark Green/Gold Six Circular Pips on the Right Chest
  8. Ranks of the New Republic Defence Forces NRDF Ground Troops/NRDF Special Forces/NRDF Fleet/NRDF Intelligence/NRDF Jedi Specialists RANKS >R-1: Trooper (Dark Red/Black/Dark Blue/Dark Green/Gold One Slash on the Right Chest) >R-2: Trooper First Class (Dark Red/Black/Dark Blue/Dark Green/Gold Two Slashes on the Right Chest) >R-3: Specialist (Dark Red/Black/Dark Blue/Dark Green/Gold Three Slashes on the Right Chest) >R-4: Corporal (Dark Red/Black/Dark Blue/Dark Green/Gold One Square on the Right Chest) >R-5: Sergeant (Dark Red/Black/Dark Blue/Dark Green/Gold Two Squares on the Right Chest) >R-6: Sergeant First Class (Dark Red/Black/Dark Blue/Dark Green/Gold Three Squares on the Right Chest) >R-7: Gunnery Sergeant (Dark Red/Black/Dark Blue/Dark Green/Gold Four Squares on the Right Chest) >R-8: Sergeant Major (Dark Red/Black/Dark Blue/Dark Green/Gold Five Squares on the Right Chest) >R-9: Lieutenant (Dark Red/Black/Dark Blue/Dark Green/Gold One Circular Pip on the Right Chest) >R-10: Captain (Dark Red/Black/Dark Blue/Dark Green/Gold Two Circular Pips on the Right Chest) >R-11: Major (Dark Red/Black/Dark Blue/Dark Green/Gold Three Circular Pips on the Right Chest) >R-12: Colonel (Dark Red/Black/Dark Blue/Dark Green/Gold Four Circular Pips on the Right Chest) >R-13: Commander (Dark Red/Black/Dark Blue/Dark Green/Gold Five Circular Pips on the Right Chest) >R-14: General/Admiral (Dark Red/Black/Dark Blue/Dark Green/Gold Six Circular Pips on the Right Chest)
  9. Oh, and all of your PCs rank as New Republic Defense Forces Commanders.
  10. For those that celebrate it, Merry Christmas! For everyone else, Happy Holidays!
  11. I did actually find some specific rules! In the Cracken Threat Dossier. Rules for Dathomirian Witches spells and things. :) Now their weapons and things- that might need to be from the D6 Holocron or homebrew but the Spells were actually the sticky part so everything else should be fine. I was more looking to make a more "Spec Ops" version of Merrin from the new Star Wars games. A survivor of Grevious who's just out to see the Empire burn and then return home. And she's been so consumed by that desire for revenge that she hasn't really been paying attention to things outside the rebellion, but now that things are (supposedly) "Winding Down" she'll be thinking more about life and what she's going to do etc. Should be fun!
  12. The old depiction from the 80s gets an off-hand mention somewhere in a book by WEG. D6holocron has a bit more homebrew stuff. Like the for a certain vintage of nightsisters/witches of dathomir. Someone did make . As for specific rules... not really. Just make a regular force user, and let the theme inform your power and skill choices.
  13. I'm reading and making! Though perhaps just polling and poking the assembled "more knowledge than me" people on the system. Does anyone know if there exists any write ups or mechanics for Nightsisters in the D6 system?
  14. Okay, people, is everyone ready to play this game? Are all your PCs set and everything?
  15. Name: Elis'awari Homeworld: Ryloth Species: Twi'lek Gender: Female Hair Color: N/A Eye color: Emerald Skin color: Red Force Points: 4 Dark Side Points: 2 Character Points: 7 Move: 10 Credits: ????? Dexterity 5D Acrobatics 6D Blasters 10D Dodge 6D Flamethrower 6D Melee Combat 6D Pick Pocket 8D Perception 6D Con 12D Forgery 8D Hide 8D Persuasion 18D Sneak 10D Knowledge 4D Languages 5D (Droid) Scholar 5D (Mandalorians +1D6) Streetwise 5D Willpower 5D Strength 2D Brawling 3D (Martial Art +1D) Stamina 3D Swimming 3D Mechanical 5D Astrogation 6D Jet Pack Operation 6D Powersuit Operation 6D Repulsorlift Operation 6D Rocket Pack Operation 6D Starfighter Piloting 6D Starship Gunnery 6D Technical 6D Armor Repair 8D Blaster Repair 8D Computer Programming/Repair 8D Droid Programming/Repair 8D Repulsorlift Repair 8D Security 10D Space Transport Repair 8D Starfighter Repair 8D Inventory TerexComm Gauntlet Computer Aratech R82 Jump Boots Visual Wrist Com w/Holo Spacer's Chest Portable Clip Recharger Blaster Repair Kit Gear Bag Hydrospanner Power Prybar Power Scanner Security Kit Servodriver Starship Toolkit Tech Scanner Laser Welder Fusion Cutter Micro Fusion Reactor Elis'awari's Armor 2 Modified Caelli-Merced Sentinel IV Blaster Pistol Modified X-70B Phantom Luxury Yacht Modified Thermite Repulsorbike Elis'awari's Armor "For your actions, we welcome you into House Kryze. Your position is honorary, but for your deeds we offer you- a gift. And the honor to wear it." Bo-Katan Kryze on Mandalor Model: Modified Mandalorian Battle Armor Classification: Modified Bounty Hunter Armor Skill: Powersuit Operation (Mandalorian) Game Effects: Mandalorian Artifice Armor: Crafted of a Beskar/Phrik alloy, the armor provides +7D Physical/+7D Energy protection. Can only be worn by the individual it was crafted for. Neuralmesh Control System: Neural integration allows the suit's devices to be activated by thought instead of physical action. This results in the suit providing a +1D to the wearer's Strength without a reduction in Dexterity. Sensor Array: +3D to perception tests and nullifies the effects of darkness. Internal Commlink: Helmet contains an encrypted commlink (200km/orbit), external speaker, and can be used to control authorized starship computers remotely. Distributed Repulsor System: Using numerous small repuslor engines located in the boots, legs, belt, shoulders & arms the armor can lift a total of 500kg, at 100 speed, for a total time of 1 hour. Whenever used the system restores spent charge at 4x the spent duration. Grants the wearer +4D to the Reaction-use of the Powersuit skill. Flame Projector: 5D damage, uses flamethrower skill, creates cone 1 meter wide, variable one to five meters long. Reflec Coating: Covered in a fine mesh of Reflec, a sensor absorbing material, the wearer receives +2D to Sneak tests versus sensor-assisted perception. Sealed Enviro Filter: Filter system can block out harmful molecules, or in case of insufficient or deadly atmosphere, the suit can completely seal, drawing upon a two hour internal supply of oxygen.
  16. Name: Allya Sait Homeworld: Dathomir Species: Dathomirian (Zabrak) Gender: Female Hair Color: Silver Eye color: Purple Skin color: Ashen Force Points: 7 Dark Side Points: 3 Character Points: 3 Move: 12 Credits: ????? Dexterity 5D Acrobatics 2D Bows 6D (Nightsister Bow +4D) Dodge 6D Lightsaber 6D Perception 9D Bargain 10D Command 10D Con 10D Persuasion 12D Search 10D Knowledge 5D Alien Races 6D Languages 6D (Huttese, Ancient Sith, Droid) Scholar 8D (Nightsister +4D, Sith +4D) Survival 6D Willpower 9D+1D Strength 4D Brawling 8D (Dathomir Art +6D) Climbing/Jumping 5D Stamina 6D+1D Swimming 5D Mechanical 2D Beast Riding 3D Repulsorlift 3D Starship Piloting 3D Swoop Operation 3D Technical 1D Computer Program/Repair 2D Inventory Nightsister Energy Bow Nightsister Robes Visual Wrist Com w/Holo Spacer's Chest Customized Flare-S Swoop Dual-Phase Lightwhip/Saber Sith Holocron (Sith Alchemy) Nightsister's Spellbook Control 10D Sense 10D Alter 10D NOTE ON WITCH SPELLSCracken's Threat Dossier, pg 16 "Though some of a Dathomir Witch's spells are inherently evil, none of the spells cast by the Witches have the ill effect of automatically gaining the caster a Dark Side Point." "If a witch casts a Dark Side or otherwise Grey-Area spell or ability in defense of herself, but more importantly others, or in some other appropriate heroic manner, then no Dark Side Point is given." "Likewise a Nightsister may be able to twist an inherently heroic spell in such a way as to require the assignment of a Dark Side Point. Gamemasters are required to rely on their judgement alone when dealing with 'Questionable' spell or ability use." As an example, the Spell of Resurrection can be used to animate a force of the undead. If done to stall an insurmountable enemy for just long enough to allow the Nightsister or others to escape certain death, such would not require a Dark Side Point. Using the Spell to cause chaos, terror and death in an enemy's ranks, even for noble ends, would require gaining a Dark Side Point. Allyan Magik (10D) Shadow Magik (10D) Dathomir Magik (10D) Spell of AssistanceDifficulty: Very easy. Modified by relationship. Effect: If cast successfully the target may make two natural healing rolls for the current day regardless of injury level. The target also gains a +2 modifier to both of these rolls. Spell of Awareness Spell of Comfort Spell of Greater Protection Spell of HealingA very complicated spell, the spell of healing is more like an extended ritual. The user must perform the incantations and ritual chants and songs often for several hours or longer to achieve even a marginal success. (1 hour for Wounded, 1 day for Incapacitated, 1 week for Mortally Wounded). Difficulties: Moderate for wounded characters, Difficult for Incapacitated characters, Heroic for Mortally Wounded characters. Effect: At the conclusion of the spell the target is fully healed of any damage or wounds. Lingering injuries, missing limbs and similar can also be healed through this spell. Spell of Protection Spell of Regeneration Spell of Self Healing Spell of Self Regeneration Chant of ResurrectionControl Difficulty: Moderate This power may be kept "up." Effect: This power is used to re-animate bodies of the dead as an Army of the Dead. To use this power the wielder must have access to a number of dead bodies, for each body they wish to animate the target number increases by 1 (so to animate 10 bodies, the target number is Moderate+10 (25)). The power must be kept up, or the bodies cease to operate, as they do on the wielder falling unconscious or being killed. The dead obey instructions from the wielder and their allies, and operate with a simplistic intelligence. Once each body is destroyed, it cannot be re-animated. A faint green mist connects the wielder with the animated dead. Name: Army of the Dead DEXTERITY: 3D Dodge: 4D PERCEPTION: 2D STRENGTH: 4D Brawling: 5D Brawling Parry: 5D Special Abilities: Claws: STR+1D damage Move: 11 Size: 1.4-1.6 meters tall Battle Meditation Fold SpaceAlter Difficulty: Very Difficult, modified by proximity and see below Sense Difficulty: Difficult, Modified by proximity and see below Time to use: Five minutes Effect: This power allows a Jedi to bend space and send objects through the fold, transporting them without aid of transports. If the object being moved through the fold in space is a container or starship, any object or being within the container, vehicle, or ship is also moved. The difficulty is variable based on a number of factors. First, the alter and sense difficulties are dependent on the proximity to the final destination of the object or person. Second, the size of the fold in space also may create an additional burden on the Jedi. Increase the difficulty +5 for objects weighing one to ten kilograms, +10 for objects 11 to 100 kilograms, +15 for objects 101 kilograms to one metric ton, +20 for objects 1,001 kilograms to ten metric tons, +25 for objects 10,001 to 100 metric tons. If the Jedi fails the roll by 15 or more, then the object is lost in the fold in space and may be anywhere in the galaxy, or may vanish entirely. Nightsister Hide Force Sensitivity Spell of InvisibilitySpell of Invisibility Sense Difficulty: Moderate Control Difficulty: Difficult This power may be kept "up." Effect: This power is used to cover a target with a cloak of ichor which makes it almost impossible to detect. The force users Sense roll is now used as the target number to detect the target. Spell of LightningDifficulty: Difficult, modified by proximity. Limited to line of sight. If used as an attack the difficulty is the target's Dexterity or Dodge roll. Effect: Successful casting of this spell causes bolts of energy to spring from the caster's fingertips. Used as either an attack or utility to light fires and so on. When used as a weapon the spell causes damage equal to the D of the spell. Only grounded armor may offer protection from this spell. Spell of MimicryThis spell may be kept active. Difficulty: Easy for simple features; Moderate for the face; Difficult for the face and body; Very Difficult for altering the face, body and clothing. Effect: When the Spell of Mimicry is cast the witch may change her appearance to anything she desires. This spell may be used to duplicate another character provided the Witch has seen the character in person. The spell may be kept active provided the Witch is not harmed. Spell of PowerDifficulty: Moderate Effect: A witch casts the Spell of Power to increase a single attribute for a limited amount of time. An increased attribute can help the Witch to jump higher, see better, run faster, and even take more damage. All skills governed by the enhanced attribute increase by the same amount for as long as the spell lasts. An attribute increased in this fashion remains in effect according to the chart below. A witch may only increase one attribute at a time. 0-13 | +1D | 3 Rounds 14-25 | +2D | 2 Rounds 26+ | +3D | 1 Round Spell of SpeedThis incantation greatly increases the movement speed of the casting witch. This power may not be used to increase the number of actions a character may take in one round. Difficulties: Easy +2 move, Moderate +1D move, Difficult +2D move, Very Difficult +3D move, Heroic 4D+ move. Spell of TeleportationControl Difficulty: 15 + mass Sense Difficulty: 20 + proximity Alter Difficulty: 25 + proximity + mass + opposing Control roll Proximity Difficulty Line of sight: 1-5 1 m - 100 m: 6-10 101 m - 10 m: 11-15 11 km - 1000 km: 16-20 Same Planet: 20-30 Different Planet: 35-40 Different System: Judge Mass Difficulty Less than 1 kg: +5 1 kg - 10 kg: +10 11 kg - 100 kg: +10 101 kg - 1 ton: +10 Over 1 ton: Judge Effect: Teleports object or person. TempestThis spell may be kept active. Difficulty: Very Easy for light wind; Easy for light rain/snow; Difficult for thunderstorm/blizzard; Very Difficult for Hurricane/Tornado. Effect: The spellcaster who successfully uses the Tempest manipulates the elements in the atmosphere. The extent of control the caster holds over the weather is entirely dependent on the caster's mastery of the spell. Many initiates learn by summoning breezes while true masters of the spell are able to wreak havoc with typhoons or worse. Weave of TeleportationWeave of Teleportation Sense Difficulty: Easy Control Difficulty: Moderate Alter Difficulty: Difficult Effect: This power allows a user to move from place to place without passing through the space in between, teleporting from place to place. This is apparently a great power, but comes with limitations. It must be the Force Users only action in that round, leaving them vulnerable as the appear or disappear. They must be extremely familiar with where they are teleporting (+15 to the Sense Difficulty if they are only passingly familiar with where they are teleporting, +10 if they are barely familiar with it, +5 if they know it fairly well). And the power has only a short range (+5 to the Alter Difficulty for every 50 meters that the destination is from their current location). Concentration Farseeing Force of Will Nightsister Archery Nightsister Cloak Nightsister Instinctive Astrogation Nightsister Lightsaber Combat Nightsister Postcognition Nightsister Sense Force Nightsister Sense Force Potential Nightsister Unarmed Combat Seeking Spell Spell of Absorption/Dissipation Spell of Creature Understanding Spell of Discovery Spell of Interpretation Spell of Open Mind Spell of Structure Spell of Telekinesis Spell of Thought TouchDifficulty: Very easy if Friendly and doesn't resist. Increase difficulty by +5 if the witch can not verbalize the thoughts she is transmitting (gagged, needs to remain silent etc). If the target resists roll the target's Perception (or Control) to determine difficulty. Modified by Proximity and Relationship. Effect: If the Witch successfully project her thoughts, the target hears her thoughts and feels her emotions. The target understands the thoughts and feelings they are experiencing are not their own, and that they belong to the caster of the spell. If the witch doesn't identify herself the target doesn't know who is projecting the thoughts and feelings to them. Nightsister Resources Nightsister Robes Dark Combat Jumpsuit Nightsister Energy Bow Created only by the Great Clans on the planet of Dathomir, these handcrafted bows used strings and arrows made of plasma. While the Nightbrothers of Dathomiri most often crafted them to use Red and Orange plasma, the Nightsisters exclusively used a Pink-hued plasma. This weapon used a self-contained plasma-generator connected to a collapsible lightweight energy-proof carbon-alloy bow to produce an incredibly dangerous bowstring, a technology not entirely dissimilar to energy-binders that link podracer engines. When drawn by the energy-proof grip, the bow generates a powerful solid-plasma bolt that is then fired like an arrow from a traditional bow. It was also possible for the bow to fire a plasma-cable to bridge gaps, which could then be crossed using the bow's body as a handlebar or climbing tool. Each bow, being handcrafted, typically shares a deep connection to an individual Nightsister, and there are reportedly as many variations of the weapon and their capabilities as there are individual Nightsisters. Type: Energy Bow Scale: Character Skill: Bows Ammo: Effectively Infinite Cost: N/A Availability: 4, X Fire Rate: --, or 1 Range: 0-30, 60, 120 Damage: 5 Blast Radius: --, or 3m Game Notes: The bow may be used in a similar fashion to a grapple launcher. When fired into a wall or other point the bow can propel the wielder up to 12 meters per second along/up the plasma cable.
  17. I liked Fallen Order, I just haven't gotten around to playing Survivor between depression and real life. Probably will work on that now that I am very much less depressed, as evidenced by all this.
  18. While obviously I might be slightly biased- I did really REALLY love Ahsoka. But I was a big fan of the Clone Wars tv show and of the later seasons of Rebels. The Ahsoka show is largely a continuation of both the Clone Wars and Rebels TV shows (it involves their characters so- obviously). If someone hasn't watched either of them- well the show just isn't going to be appealing at all. The two "Antagonists" in Ahsoka (who aren't technically the Villains but- yeah, complicated) are actually super compelling and interesting and everyone I know who has watched the show were incredibly sad that the main one who was so utterly captivating and enthralling had actually died before the show even came out so- bit of a downer there. A lot of people I know were iffy on Jedi Survivor/Fallen Order- but I also really liked them. Can say what they want about "Collectable Facial Hair" and what not but it's still fun and the story and characters are still great. Though again- I have a "slight" (bordering obsession) with Nightsisters, Dathomir etc. LOL
  19. I haven't gotten around to Jedi Survivor myself, and I've heard mixed things about Ahsoka. My Army Sister who I live with and who has the Disney+ account is not overly impressed by the "space stuff" either, so there has also not really been a drive to watch it. Is Ahsoka all it is cracked up to be? Star Wars Outlaws looks interesting.
  20. I haven't consumed most of the newer Disney Star Wars output. (Including Ahsoka) Still haven't gotten around to Jedi Survivor, either. I'm tentatively awaiting Star Wars Outlaws, though.
  21. The attachment no longer works it appears. Might there be another? :)
  22. Ohhhkay! Apparently I'm not THAT far behind. Lol So- with the new Ahsoka show invigorating me for Star Wars- who else? :)
  23. First off, I'm looking for 10 PCs, no more than half of them Force Users. No Dark Side PCs. Everyone is allowed to submit both a non-Force User and a Force User PC, although I ask that you submit both in the same Thread to keep down on clutter. I will select 10 PCs from amongst the Applicants, although, if we do not get 10 Players applying, you may be allowed to run 2 PCs. I'm hoping for at least 10 Players applying, however. We are using the Star Wars RPG: Revised - Expanded - Updated. It is attached below. You will have an additional 12D to add to the Template's Attributes, 12D for additional Skills, 2 Free Specializations, and may spend up to 4D (from Attributes) on a single Attribute and another 4D (from Skills) on a single Skill. There are no maximums on Attribute and Skill ratings; the only limitation is that you may only spend 4D on increasing any one given Attribute or Skill from the Template's baseline. You may spend up to 2D of your additional Skill dice to gain up to another 6 Specializations. You do gain a Martial Arts Technique for the initial die in Martial Arts you gain for Specializing in it. PCs may swap up to 4D of Attribute dice at a 1:6 ratio for Skill dice. Thus you can supplement with up to 24D more Skills, for a potential maximum of Template + 8D Attributes + 12D Skills + 24D Skills. All Templates are permitted, so long as they are not Sith/Dark Side-specific. Force Users may spend up to half their Attribute Dice and half their Skill Dice on the Force Skills of Control, Sense, and Alter. Force-Users get any Force Power they pick that they meet the Prerequisites for per Pip of Force Skills (Control, Sense, Alter); if there are Force Powers listed on the Template, PCs also get any Required Powers (prerequisites) for the Template's listed Force Powers for free as well. All Non-Force User PCs begin play with 4 Force Points and 7 Character Points, along with 2 Dark Side Points (they have all seen and done some ethically questionable things at one time or another). All Force User PCs begin play with 7 Force Points and 3 Character Points, as well as 3 Dark Side Points (Special Operations has to do some nasty things sometimes). After the PCs have been built, they get to add "Special Operations Experience" +9D to their Skills and/or Force Skills (if a Force User). If the PC is a Force User, any additional Force Skills gained from those 9D DO NOT add Force Powers. It is a big and interesting Galaxy, with any number of secrets and mostly-unknown things. Thus, maximum PC age is either 500 (for Humans) or twice that (for aliens with longer life spans); however, there must be a good explanation in the background. For Force Users, as long as you have 3D or greater in Control, saying that the Force is allowing you to age slowly is acceptable. Feel free to ask about equipment you want. Given the backstory of Team Wraithglaive, I will be fairly permissive with gear. Force User PCs have a lightsaber (of their choice, so long as it is not a unique weapon, but double lightsabers and two lightsabers for dual wielders available upon request) automatically. All PCs are ranked as New Republic Defense Forces Commanders. Finally, there is the source that is the .
  24. Okay, , , , , , I finally got my shit straightened out enough to get this functional. Whose ready for some Star Wars?
  25.  
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