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23:27, 10th May 2024 (GMT+0)

star wars fantasy.

Posted by The GMFor group 0
The GM
GM, 53 posts
Sun 22 Nov 2020
at 21:42
  • msg #1

star wars fantasy

--Naboo: a pretty land, with many deep lakes and aquatic species (but not gungans. There are no gungans in this game.)
--Coruscant: a huge (horizontal and vertical) cityscape, including the necropolis. Former home of the Jedi temple, now abandoned and haunted. Coruscant is overpopulated and overcrowded. (Lots of species like Twi'leks live here, too, not just humans.)
--Tatooine: A harsh desert
--Hoth: icy land to the north
--Dagobah: a swamp region
--Kashyyyk: A huge forest
--Endor: A forest region almost as large as Kashyyyk
--Bespin: A land in the sky where the clouds are solid.
--Alderaan: a wasteland, destroyed by the death star
--Yavin: A misty, forested land, bordered by Dagobah, Endor, and Naboo
--Korriban: Far to the west of Tatooine is the large desert island that is the home of the Sith
--Nar Shaddaa: A small moon with atmosphere. Criminal capital of the system.
--Jakku: a region of badlands (like desert, but more survivable) near Alderaan. The first Death Star crashed there, and scavengers have been scavenging there ever since...


Playable species:
--Human: could be from anywhere, but probably Coruscant. You can also be something else, like a Twi'lek, but there's no differences in the game from being a Twi'lek or any other species that isn't one of the species below.)
--Wookie: From Kashyyyk.
--Ewok: from Endor.
--Bogfolk: Short little folk with long pointed ears who live in the swamps of Dagobah. Strong in the Force.
--Jawa: from Tatooine.
--Sith: of Korriban heritage. Strong in the Force.
--Droid: an artificial person, created by magic. Most droids are not very smart nor charismatic, but there are exceptions. Droids cannot be Jedi. Jedi can have mostly-artificial body parts... but most Force-sensitives who are more than 50% artificial have fallen to the Dark Side.


MAGIC:
--SORCERY (sometimes sneeringly called FORCERY by non-Force-users): Sorcery is powered by THE FORCE, the energy that flows through all things and connects them.
--The Light Side: good for healing and protecting.
--The Dark Side: good for destroying things with energy.

Long ago, the Jedi Knights stood for the Light Side of the Force, and defended the weak.

But one Jedi, Ajunta Pall, fell to the Dark Side, and was exiled. He sailed far to the west and found Korriban, a large desert island of red-skinned people, the Sith, many of whom were also powerful in the Force.

Ajunta Pall married a Sith, taught them advanced methods of using the Force, and poisoned their minds against the Jedi. Hundreds of years later, the Sith returned, and warred against the Jedi. The Jedi prevailed, with great difficulty.

Because of Ajunta Pall, some of the most powerful Sith are not red-skinned (although some are). Because of this, after the initial Sith-Jedi war, the Sith did not return to make war, but individuals would sometimes return to try to take over and corrupt the Jedi from within.

The Jedi Knights finally fell when one of these Sith Lords, known to the Jedi as Sheev Palpatine, but also calling himself Darth Sidious, took control of the Empire, outlawed the Jedi, and had most of them killed.

His apprentice was Anakin Skywalker, known, once he became as Sith Lord, as Darth Vader.

A few Jedi escaped. One was Yoda, a Franckian. Another was a human, Obi-Wan Kenobi. They took the twin children of Skywalker, and hid them.

The boy, Luke, was raised with his uncle in the deserts of Tatooine.

The girl, Leia, was raised as a princess of Alderaan.

Kenobi settled near Luke's moisture ranch, and kept an eye on the boy, although Vader believed that his wife had died in childbirth (which was true), as had the children (which was not true).

Before he died, Kenobi trained Luke in The Force. His father and Emperor Palpatine tried to turn Luke to the Dark Side, but Luke instead turned his father back to the Light Side of the Force, and his father killed the Emperor, though he was fatally wounded himself.

Roughly 20 years later, the heroes of the Rebellion came together again to defeat Palpatine, raised from the dead through black magicks, and his new apprentice Kylo Ren, a former student of Luke's. A new Death Star, the Starkiller, fell into the ocean.






Ranged Weapons
Bowcaster near; +1 damage, forceful (can knock target back); 3 weight. Non-Wookies get -1 to hit with this

Melee Weapons
Lightsaber close; +1 damage, precise, ignores armor, weight 0


Coruscant heritage:
--Jump First, Think Second: If you go straight into danger without hedging your bets, you
get +1 armor. If you happen to be leading others, they get +1 armor too.

--Technical Savant: You have an inherent knowledge of machines and tech. When you
spend some time studying a piece of equipment, roll with Insightful. On a 10+, ask 2. On
a 7-9, ask 1:
 For what purpose was this created?
 How can I safely dismantle or replicate this?
 Who or what created this?
 Is something wrong with this? If so, how can I fix or exploit it?
 What is this, really?
 What is its true worth?
On a miss, something unexpected goes wrong with your study or the equipment.



Lightsaber Duelist: When you go into battle with your lightsaber ignited, spend a force
point and roll with Forceful. On a 10+ hold 3, on a 7-9 hold 2. On a miss, hold 1, but
take -1 ongoing. Spend your hold during the battle to:
 Name a character attacking you or at someone within your reach. You redirect their attack
back at them, or to a target near you, or to anything around (including nowhere - the ground, a wall, the sky).
 Reduce harm you or someone nearby is about to suffer by 1.
 Name a character on the scene, but outside your reach. You cross the distance to them before they have time to adjust or react.


Natural Leader: When you give another player’s character an order that puts them at risk
and they follow it, they mark experience.

Friends In Low Places: When you visit a new place, you can declare you have friends there, and roll with Charming. On a hit, your friends are well-positioned to help you out with something. On a 10+, their help comes cheap. On a 7-9, their help will cost you something big. On a miss, your old friends have become new enemies, or have sold you out (perhaps against their will, but still).


Reputation: When you meet someone important (your call), roll with Charming. On a hit,
they’ve heard of you, and you say what they’ve heard; they’ll respond accordingly. On a
10+, take +1 forward with them. On a miss, they’ve heard of you, but the GM will
decide what they’ve heard.


Underworld Contacts: When you hit up a contact to get what you need, name who
you’re going to and roll with Charming. On a hit, they’re available and have the stuff. On a
7-9, choose 1:
 Whoever you’re going to is juggling their own problems
 Whatever you need is more costly than anticipated
On a miss, they’ve set you up, they’re in serious danger, or what they have for you is
highly troublesome, GM's choice.




When you call on the force, suffer 1-harm (ap) and gain 3 force points. If you call on the
force in anger, frustration, fear or hubris, you instead suffer no harm but the GM will make a hard move.

While you hold force points, you cannot heal from this harm.

When you do something new or interesting with the Force, tell the GM what you’re hoping
to accomplish, spend a force point, and roll with Confident.
On a 10+, you do it, or near enough.
On a 7-9, it’s incomplete, lacking, flawed, or costs you.
On a miss, it’s not at all how you expected or the costs are severe, GM's choice.


Telekinesis: While you hold force points, you can use the force to move and manipulate
simple unattended objects. You can spend a force point to move something your smaller/less heavy than yourself, to move people harmlessly, to propel yourself upward-- or forward at great speed, or use telekinesis as a weapon (1-harm ap close area).

 Mind Trick: You can spend a force point to trick or deceive a weak-minded person for a
few moments (like, less than five minutes).

Force Senses: When you Read a Person or Check Out The Scene, you can spend a force
point to ask an additional question from the list.


Read a Person

When you Read a Person while interacting with them, roll with Insightful. On a 10+, ask their
player (or the GM for NPC’s) 2 questions from the list. On a 7-9, ask 1:
 What’s your character not telling me?
 What’s your character really feeling?
 What does your character intend to do about ___?
 What does your character want me to do?
 How could I get your character to ___?
 Advanced: On a 12 +, ask any 2 questions, not limited to the list.
Check Out The Scene

When you take a moment to Check Out The Scene, roll with Insightful. On a 10+, ask the GM
2 questions from the list. On a 7-9, ask 1. When you act on the answers, take a +1 to the
rolls.
 What’s happened here recently?
 What should I be on the lookout for?
 What’s the best way ___?
 What am I missing here?
 What’s my greatest opportunity here?
 What here can I use to ___?
 Advanced: On a 12+, ask any 2 questions, not limited to the list.


Your style:
Choose 1:
 Defense: +1 to all rolls made to defend yourself from a Force-based attack.
 Clarity: While you hold force points, you are able to understand and speak any spoken
language.

Untapped Fury: When you use the Force as a weapon, take +1 to your roll and inflict +1 harm.

Beast Charmer: When you befriend an animal with the force, spend a force point and
roll with Charming. (Barbarians get +1 to this.) On a 10+, hold 2. On a 7-9, hold 1. Spend your hold to:
 Carry on a short conversation; only rudimentary ideas and thoughts
 Send them into danger on your behalf
 Have them fight alongside you during a battle
On a miss, hold 1 anyways but something gets lost in translation.

When you do any of the following, take +1 forward:
 Say something weird and/or cryptic
 Let someone see your softer side



Force Healer: When you touch a wounded person, you may heal them using force
points, 1-for-1 as if you were spending stock from a med-kit. When you enter a healing
trance, you can spend force hold 1-for-1 to heal wounds you’ve suffered; each wound
healed requires a couple hours of time.

Telepathy: When you communicate with someone you know across a vast distance,
spend a force point and roll with Confident. On a 10+, you understand each other clearly.
On a 7-9, you can only get across vague imagery and ideas. On a miss, you sense they
are in great danger.



HERITAGE:
TATOOINE/JAKKU FIGHTER: Desert: Your Signature Weapon is made of Purified Metal, taken from a shipwreck and ritually purified. Tell your GM what sort of opponent fears your Purified weapon--
--magical beings?
--spellcasters?
--Force-sensitives?
--droids?
--Other?


EWOK: You know how to fight in a pack. When you fight alongside an ally, they may use your base damage die to do damage, or you may use theirs.

WOOKIE PALADIN, EWOK PALADIN, or BOGFOLK PALADIN: You were chosen by Nature to protect her. When you pray for guidance, even for a moment, and ask “what here offends nature?” the GM will tell you, honestly.

BOGFOLK PALADIN: When you spend hold while Defending someone, in addition to whatever you choose, also reduce the attacker's damage by 1.

CORUSCANT: When you are able to find a high perch (about 20 feet or higher) and use Discern Realities, you may ask one additional question on a 7+ roll.

BOGFOLK RANGER: When you consult your knowledge of a plant, ask the GM, “What happens when you eat it?” you'll get an honest answer.


JEDI ABILITIES:
--Blade Master: When you inflict damage with your light saber, roll an extra damage die and keep the better of the two results.
--Guardian: When you have your light saber out, your protective techniques help keep you safe from you incoming damage, granting +1 Armor.
--Sentinel: You are particularly sensitive to the presence of the dark side, and can hone in on the location of dark side activity with speed and accuracy. Also, with some concentration, you can mask your presence from other force-sensitive beings.

CORUSCANT: Smuggler: You can attempt to hide things in plain sight. In
addition, once per day, even after getting thoroughly searched,
you can produce a small, inexpensive and useful item from your
person.



All Droids get the Automaton Ability and begin by choosing one of the Abilities listed below that...

--Automaton: You do not need to breathe, eat, or sleep. You do need to maintain a power level, however. HP is represented in the fiction by surface level damage, sparks, small fires, but ultimately non-critical damage. You don‟t feel pain, but you may feel stress when Wounded or Dying. As long as you aren't disintegrated, you can always be rebuilt and rebooted. You memory is subject to erasure.

--Advanced Interface: Your chassis is equipped with an advanced cyber-interface jack. If you can interface directly with a device by physically connecting to the data-input, you can attempt to use, hack, manipulate or reprogram that device without any other tools.

--Alloy Plating: Your internal circuitry is protected by a durable composite metal shell; get +1 to Armor against non-energy based damage.

--Combat Rig: You have a weapon of some sort built into your chassis. It is retractable and concealable. You cannot be disarmed of this weapon unless you lose the limb the weapon is
mounted on or a knowledgeable technician with access to a workshop spends a few hours to remove it manually. You get +1 to rolls when attacking with this weapon.

--Does Not Compute: Your well programmed circuitry is immune to attempts at manipulation and deceit that is emotionally based (e.g. pleading for help, playing off greed, evoking pity).

--Protocol: Not only are you fluent with almost every known language in the galaxy, you have a robust database of cultural knowledge pertaining to customs and etiquette for thousands of different species and nations. Take +1 to Charming rolls involving diplomacy or haggling.



SETTING:
--Naboo: Small bands of First Order operatives have small secret bases here.
--Coruscant: Fighting against the First Order still goes on.
--Tatooine: Small bands of First Order operatives have small secret bases here.
--Hoth: Small bands of First Order operatives have small secret bases here.
--Dagobah: Free from First Order activities.
--Kashyyyk: The First Order was recently driven from this are.
--Endor: Small bands of First Order operatives have small secret bases here.
--Bespin: Some cloud villages are still held by the First Order.
--Alderaan: No one lives here except mutant wamp rats (some Jawas live on the edge of it).
--Yavin: Small bands of First Order operatives have small secret bases here.
--Nar Shaddaa: A small moon with atmosphere. Criminal capital of the system. Lots of First Order operatives still dwell here.
--Jakku: near Alderaan. The first Death Star crashed there. Small bands of First Order operatives have retreated to here.


The Empire is being renamed The Alliance, as all non-evil people fight to destroy all members of the First Order. But The First Order is more than a military group-- it's a cult. And its influence has not diminished completely...
This message was last edited by the GM at 20:41, Mon 23 Nov 2020.
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