Sw d20 rp?

Captain Awesome

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I was thinking about doing an experiment with a D20 Star Wars: Saga Edition Campaign online. I have the books and some supplements; I as the DM would do the number crunching and the heavy lifting, and use an online roller for the dice, leaving the actual RP'ing to you guys. If nothing else, this could be an interesting diversion from the free-style RP's that you're all accustomed to.
Obviously, I would be the GM since I have the rulez.
And our campaign would be best suited to two eras:

KOTOR: Think big clashes between Mandies, Jedi, Sith, the Republic, and a healthy smattering of Fringe elements. This could take place in the Mandalorian Wars, the Jedi Civil War, etc. So, yeah. If you liked KOTOR, you'd like this.

Dark Times (TFU): This takes place in the gap in between Ep. III and IV. The Empire has recently come to power, and with no rebellion to stand in its way, it busies itself with cracking down on jedi and sympathizers. This is different from the Rebellion era because not only do the protaganists (If you choose to go against the Empire) have no faction to run to, but the people in general view them as terrorists, not freedom fighters, as they havn't figured out just how bad the Empire is yet.

Thoughts? Would you join?
 

Jaqen H'ghar

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I'd be down for giving this a shot as long as theres not like a week in between posts due to waiting on rolls and what not.
 

Captain Awesome

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No problem with that.

I'm an active person.

















Except when I'm on this forum. And I'm on the forum a lot.
 

Captain Awesome

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This is how it would work. D20 RP's are like free-style RP's, except for two features: organized combat, an experience system, and skill checks. That's really it. (Well, and an actual credit system, that our freestyle RP sadly lacks).

THE COMBAT SYSTEM
The combat system is broken down into a few steps.

First, Initiative. This will be determined by me when combat begins. What it is is a random number rolled on a digital 20-sided die (referred to in the D20 system as 1d20), plus your modifier, whatever it may be. Highest number goes first, and then the second highest, and so on, and so on. A "round" represents a full cycle where everybody acts, and it then cycles back to the first person in the initiative count, marking a new round. Everybody gets one turn per round.

YOUR TURN:
When your turn comes, you can take a combination of the three actions:

Standard action: This is usually the most important action you'll take in a round, and it often consists of some sort of attack -swinging a blaster, hurling a grenade, firing a blaster, and so on. You only get one standard action per turn.

Move action: This represents physical movement. The most common move action is moving your speed. You can perform one move action on your turn, or two if you give up your standard action. You can use your move action to do things like draw or hoslster a weapon, move your speed, reload a weapon, or withdraw from combat.

Swift action: Things that require very little time or effort can be accomplished with a swift actio. You normally get one swift action per round, but you can take a second swift action instead of a standard action or move action, and you can take three swift actions in a round if you give up your standard action and move action. Swift actions include booting a computer, starting a vehicle, dropping an item, falling prone, or switching weapon modes (say, from single-shot to autofire). Alternately, multiple swift actions can be strung together to do harder things, like you can spend two swift actions to aim (either by sacrificing other actions for more swift actions, or using to consecutive swift actions on different turns), or three swift actions to recover, wich puts you one step up on the condition track. But more on that later.

Or instead of doing a combination of those three things, you can perform a single full-round action on your turn.

A full-round action consumes all your effort during a given round, effictively replacing all other actions on your turn. Full-round actions include dealing a coup de grace (death blow), full-out sprints, and full attacks. Full attacks are like standard actions, except you attack multiple times. To deal a full attack, you must either be wielding two weapons, a double weapon, or have feats that allow you to take multiple attacks with a single weapon.

MORE ON ATTACKING:
Attacking, like initiative, is randomly determined. The first step of attacking is to determine if you hit or miss your opponent. To do that, you roll to hit, adding your attack bonus with the weapon in question added to a random value between 1 and 20. (Final value=1d20+your attack bonus. If your final roll is equal to or greater then the defense you're attacking (see defenses), then you hit and deal damage, the minimum and maximum numbers you can deal is largely determined by your weapon and your skill with it. I will tell you exactly how much damage you deal with any given attack, because it too has a large role in the dice. The damage you deal is subtracted from your enemy's hitpoint pool. When that is depleted, he falls unconscious.

FALLING UNCONSCIOUS AND DEATH:
There are two ways to fall unconscious: if your character falls down to the bottom of the condition track, or if you character's hp falls to zero. If both of these happen at the same time, your character instead dies.

DAMAGE THRESHOLD AND CONDITION TRACK:
Unlike most D20 RPG's you know, the SW RPG has something called the condition track. The condition track is organized into five tiers. The top tier is where everybody begins. In the top tier, you are thick and limber, and every tier underneath introduces penalties to your stats exponentially greater, until the lowest tier. If you reach that, you fall unconscious.
There are a few ways to fall down the condition track. If damage is dealt to you that exceeds your damage threshold (influenced by your Fort. defense), you fall down the condition track. Things like poison, lack of sleep, forced marches, and mind-effecting stuff also effect your condition track.
 

Captain Awesome

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SKILL CHECKS

And yes, of course, skill checks. Your character will be trained in a certain amount of skills. The following skill list is as follows:

Acrobatics
Climb
Deception
Endurance
Gather Information
Initiative
Jump
Knowledge
Mechanics
Perception
Persuasion
Pilot
Ride
Stealth
Survival
Swim
Treat Injury
Use Computer
Use the Force

Bear in mind that not all classes will have access to every skill.

As opposed to some RPG's you may be familiar with, you do not invest more points into skills as you gain levels. You are simply trained in a skill or not from the beginning, and you automatically improve in your group of skills as you gain experience.

FORUM ADAPTATION:
Unfortunately, we can't just hold this like a conversation, and certain allowances must be made on the forum.

1. Out of combat, you can post as much or as little as you please, but in combat, when it is your turn and three days expire without your posting, I as the GM will play your character's turn in a manner that I deem appropriate to your character.

2. Combat map. I will upload a link to the combat maps for various combat encounters, and will edit the link as combat develops.

So, if nobody is opposed, this adventure will take place in the Dark Times Era. But if you really want to play KOTOR, that's fine too.
 

sankai

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I assume I post my character concept in this forum.

Here goes:

Jensir Tahn

Faction: Jedi

Rank: Master

Lightsaber: green

Species: (I would really, really, really like shistavanen, but I was told not to post species)

Force powers: Art of the small, mind trick.
History: Jensir Tahn began his life as a Jedi. For a long time he was a well known general. When the clone wars began, however, he felt that the Force was calling him down a different path. He resigned his position as general and spent most of his time at the Jedi temple, studying the greater mysteries of the Force. Shortly after, he moved to Ragoon VI to pursue a greater connection to the more contemplative side of the JEdi's p[ower source. When he heard news of order 66, he remained on Ragoon VI, safe from the reach of clone troopers.
 

Jaqen H'ghar

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Umm hmm lets see if I can do this right...

CT-5587 (Goes by the nickname Blades having to do with a mission that was saved due to a rather unforseen vibro-blade decapitation preformed by CT-5587 killing the would be captors from behind)

Faction: Empire
Rank: Clone Commando Squad Leader
Appearance: http://tinypic.com/view.php?pic=vqmq7a&s=5


History: Born and bred in the kamino test facility CT-5587 was one of the first acceptable batches made and one of the finest with the exception he did on occasion question orders, this has however lead to him being in good places at times such as when he went the opposite hallway of his squad and came around back for an ambush leading to the decapitation of three men near simultaneously who would have otherwise destroyed his squad with a thermal detonator rigged by remote detonation, his captain wrote in that it was all planned out, and this lead to his eventual promotion instead of being replaced....
 
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Aussie Legend

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This sounds quite interesting, I'll join, If you'll have me.
 

Captain Awesome

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I assume I post my character concept in this forum.

Here goes:

Jensir Tahn

Faction: Jedi

Rank: Master

Lightsaber: green

Species: (I would really, really, really like shistavanen, but I was told not to post species)

Force powers: Art of the small, mind trick.
History: Jensir Tahn began his life as a Jedi. For a long time he was a well known general. When the clone wars began, however, he felt that the Force was calling him down a different path. He resigned his position as general and spent most of his time at the Jedi temple, studying the greater mysteries of the Force. Shortly after, he moved to Ragoon VI to pursue a greater connection to the more contemplative side of the JEdi's p[ower source. When he heard news of order 66, he remained on Ragoon VI, safe from the reach of clone troopers.

First of all, you can't start out as a jedi master. You're simply too inexperienced. You are Luke Skywalker when he just got off of Tatooine, in your case, a fresh young apprentice. The part where you kick ass comes later (not that you can't now, you're just kicking easier asses - like stormtroopers. Vader could one-hit you.)
And I don't have the stats for a Shistavanen species, so I'm using a derivative of the Cathar. Just so you know.

Umm hmm lets see if I can do this right...

CT-5587 (Goes by the nickname Blades having to do with a mission that was saved due to a rather unforseen vibro-blade decapitation preformed by CT-5587 killing the would be captors from behind)

Faction: Empire
Rank: Clone Commando Squad Leader
Appearance: http://tinypic.com/view.php?pic=vqmq7a&s=5


History: Born and bred in the kamino test facility CT-5587 was one of the first acceptable batches made and one of the finest with the exception he did on occasion question orders, this has however lead to him being in good places at times such as when he went the opposite hallway of his squad and came around back for an ambush leading to the decapitation of three men near simultaneously who would have otherwise destroyed his squad with a thermal detonator rigged by remote detonation, his captain wrote in that it was all planned out, and this lead to his eventual promotion instead of being replaced....

This is gonna take some material that I don't have off hand... so your stats are going to come last.
 

jpchewy01

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da loof, where did you get the rule book and everything?
 

Captain Awesome

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Name: CT-5587 “Blades”
Player: Sheogorath
Class levels: Soldier 1
Total level: 1
Experience: 0/1,000

Species: Human
Age: 31
Gender: Male
Height: 1.7 meters
Weight: 70 kilograms
Epic destiny: Destruction
Destiny points: 1
Force points: 5

Faction: Imperial Stormtrooper Corps
Organization Score: 6
Rank: Trooper
Benefits: You automatically succeed on aid another attempts with other members of your faction.

Languages spoken:
Basic
Shyriiwook

Defenses:
Reflex: 19
Fortitude: 17
Will: 15

Hit points: 32
Damage threshold: 15

Speed: 6 squares

Melee armament: Vibroblade
Attack bonus: +3
Damage: 2d6+2
Damage two handed: 2d6+4

Ranged armament: Blaster rifle
Attack bonus: +3
Damage: 3d8
Stun damage: 2d8

Base Attack bonus: +1
Grapple bonus: +3

Abilities:
Strength: 14 (+2)
Dexterity: 15 (+2)
Constitution: 14 (+2)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 10 (+0)

Talents:
Squad Leader – You gain a single follower.

Feats:
Grand Army of the Republic Training – If you are wearing armor that grants a bonus to your Fortitude Defense, you may also apply that bonus to your Will Defense.


Armor proficiencies:
Light
Medium

Weapon proficiencies:
Advanced melee weapons
Pistols
Rifles
Simple weapons

Trained skills:
Initiative: +7
Knowledge (tactics): +6
Perception: +7
Treat Injury: +7

Other skills:
Perception: +4

Credits: 0

Possessions:
Blaster rifle
Food capsules (3 days’ worth)
Glow rod
Integrated comlink
Liquid cable dispenser with a small grappling hook
Medical kit
Medpac
Power pack (2)
Stormtrooper armor
Tool kit
Utility belt
Vibroblade
 
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Captain Awesome

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Name: Det Kendet
Player: Chaos Mange
Class levels: Scoundrel 1
Total level: 1
Experience: 0/1,000

Species: Human
Age: 22
Gender: Male
Height: 1.778 m
Weight: 70.5 kg
Epic destiny: Rescue
Destiny points: 1
Force points: 5

Faction: Whiplash
Organization score: 5
Rank: Crewman
Benefits: You can automatically succeed on any Aid Another attempt once per encounter

Languages spoken:
Basic
Binary
Huttese

Defenses:
Reflex: 15
Fortitude: 11
Will: 14

Hit points: 18
Damage threshold: 10

Speed: 6 squares

Melee armament: stun baton
Attack bonus: +0
Damage: 1d6
Stun damage: 2d6

Ranged armament: heavy blaster pistol
Attack bonus: +2
Damage: 3d8
Stun Damage: 2d8

Base Attack bonus: +0
Grapple bonus: +2

Abilities:
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 14 (+2)

Talents:
Spacehound - You take no penalty on attack rolls in low-gravity or zero-gravity environments, and are immune to space sickness. You are also always considered proficient with starship weapons.

Feats:
Point Blank Shot – You get a +1 bonus on attack and damage rolls with ranged weapons from point blank range.
Rapport – When using the “aid another” action, you grant an additional +2 insight bonus to skill checks and attack rolls to the character you are assisting.
Vehicular Combat - Once per round (as a reaction), when you are piloting a vehicle or starship, you may negate a weapon hit by making a successful Pilot check equal to the result of the attack roll you wish to negate.

Weapon Proficiencies:
Pistols
Simple weapons

Trained skills:
Deception +7
Initiative +7
Knowledge: Galactic Lore +7
Mechanics +7
Perception +7
Pilot +7
Stealth +7

Credits: 1,515

Possessions:
Utility belt
Comlink
Food capsules (3 days’ worth)
Glow rod
Hip holster
Heavy blaster pistol
Standard targeting scope
Liquid cable dispenser with a small grappling hook
Medpac
Tool kit
Power Pack (2)
Power recharger
Stun baton
 
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Captain Awesome

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Name: Jensir Tahn
Player: sankai
Class levels:: Jedi 1
Total level: 1
Experience: 0/1,000

Species: Shistavanen
Age: 38
Gender: Male
Height: 1.8 meters
Weight: 66 kilograms
Epic destiny: Discovery
Destiny points: 1
Force points: 5

Faction: Independent

Languages spoken:
Basic
Shistavanen

Defenses:
Reflex: 13
Fortitude: 13
Will: 13

Hit points: 31
Damage threshold: 13

Speed: 8 squares

Melee armament: Lightsaber
Attack bonus: +3
Damage: 2d8+3
Damage two-handed: 2d8+6

Melee armament: Claws
Attack bonus: +3
Damage: 1d6+3

Base Attack bonus: +1
Grapple bonus: +4

Force powers known:
Mind trick – As a standard action, you can make a Use the Force check against the Will Defense of a single target within 12 squares of you. If you succeed, you can
-Create a fleeting hallucination that distracts your and allows you to use the Stealth skill, even if the target is aware of you
-Perform a feint so the next attack you make against him catches him flat-footed,
-Make an otherwise unpalatable suggestion seem completely reasonable. This cannot obviously endanger the target’s life.
-Fill the target with terror, causing if to flee from you at top speed for one minute or until he is wounded. This does not work on opponents of a higher level then you.
Surge – As a swift action, you can make a DC 10 Use the Force check. If you succeed, you gain a +10 bonus on Jump checks and your speed increases until 2 squares. This bonus lasts until the start of your next turn. For every 5 points which you beat the DC, you gain an additional +10 bonus to Jump checks and +2 speed (maximum: +30 to Jump, +6 squares of speed).

Abilities:
Strength: 16 (+3)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 10 (+0)
Wisdom: 12 (+1)
Charisma: 14 (+2)

Talents:
Clear Mind – If you roll less than 10 on any opposed Use the Force check made to avoid being detected by other Force users, you may reroll. You must accept the reroll, even if it’s worse.

Feats:
Force Sensitivity – You can make Use the Force checks. In addition, the Force talent trees are also open for you to select from.
Force Training – you add to your Force power suite a number of Force powers equal to 1 + your Wisdom modifier. You can add the same power multiple times.

Weapon Proficiencies:
Lightsabers
Simple weapons

Trained skills:
Initiative +6
Perception +7
Use the Force +7

Credits: 800

Possessions:
Utility belt
Comlink
Energy cell
Food capsules (3 days’ worth)
Glow rod
Lightsaber
Liquid cable dispenser with a small grappling hook
Medpac
Power pack
Tool kit
 
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