Star Wars: Knightfall RP [4/5]
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Betrayal!
It is the end of the Clone Wars. The ruthless Darth Sidious, publicly known as the benevolent Chancellor Palpatine, has declared himself Emperor in front of the Galactic Senate. The Old Republic has been swept away to make room for the new Galactic Empire. In the middle of this, the Jedi Order has been branded as enemies of the state. Dark times lie ahead as the shadow of the Sith looms.
Across the galaxy, Jedi fall as their own former troops carry out a massive purge against them. The clone army has swept into the Temple on Coruscant and has left it under siege. What still remains of the Jedi council have gone into exile.
On the planet Belderone in the Outer Rim, a small group of Jedi apprentices embark on a desperate mission for survival against a whole clone battalion in pursuit....
Overview
The ForceFor my ally is the Force, and a powerful ally it is. Life creates it, makes it grow. Its energy surrounds us and binds us. -Jedi Master Yoda
The Force is an energy field that binds all living things in the galaxy. Its power can be tapped by those sensitive to it.
Telekinesis
Move and manipulate objects through the Force. The larger and heavier the object, the more wisdom is required to succeed. Roll 1d20 and add your wisdom modifier. The larger the result, the better chance of moving an object successfully.
Mind tricks
The Force can have an effect on the weak-minded. Mind tricks consciously influence a person to carry out certain actions. There are also alien species naturally immune to mind tricks, such as Toydarians and Hutts. To do this, one must roll 1d20 plus their wisdom modifier (the ability check) against another opposing character's ability check.
Healing
The Force can also knit flesh and mend broken bone. Roll 1d20 and add your intelligence modifier and the result will be the amount of health healed. If the number is larger than the target character's base health, then that character's base health is fully restored.
Visions
Also known as Forcebacks, Force visions can let the character have a glimpse of the past, the present, and the future. Roll 1d20 and add your wisdom modifier. The higher the number, the larger amount of detail will be available.
The 318th Attack Battalion
Under the command of Jedi Master Coleman Kcaj and Clone Commander CC-2934 "Ferro", the 318th Attack Battalion participated in the Outer Rim Sieges, the final campaign which brought about the end of the Clone Wars. While the Battle of Belderone was being fought against the retreating Separatist Droid Army, Commander Ferro and his troops received the order to execute Order 66. Master Kcaj was promptly killed after being fired upon by his own men.
Clone troopers
Genetically-identical and highly-trained soldiers, clone troopers are bred from the genetic template of one of the Galaxy's premier bounty hunters. Now christened as the first stormtroopers of Palpatine's new order, their loyalties have switched towards the Galactic Empire. Armed with a DC-15 blaster rifle, they are most dangerous in numbers.
Individual stats
Armor: 2
Health: 5
Strength: 3
Intelligence: 3
Wisdom: 3
Dexterity: 2
Charisma: 1
DC-15 Base Damage: 1
Advanced Recon Force troopers
Being lightly armored compared to their standard counterparts, ARF troopers specialize in reconnaissance and stealth. They often ride an All Terrain Recon Transport and wield DC-15A blaster carbines into battle.
Individual stats
Armor: 1
Health: 1
Strength: 2
Intelligence: 3
Wisdom: 3
Dexterity: 3
Charisma: 1
DC-15A Base Damage: 1
All Terrain Recon Transport
Alternatively known as the Republic scout walker, the AT-RT is a lightweight, bipedal walker. Being well suited for a wide range of roles including ground support, police support, civil defense, and post-battle cleanup efforts, it is also usually fielded when larger vehicles would not be practical. AT-RTs are armed with a modest chin-mounted laser cannon.
Stats are stacked upon the stats of the occupant except for damage and crit stats
Armor: +20
Health: +10
Laser cannon base damage: 4
Advanced Recon Commando troopers
ARC troopers are elite clones who have received intensive training. They often serve as commanders in the field, while also receiving challenging assignments not suitable for regular clones. ARC troopers can be distinguished by their unique armor kit. They are very proficient in using a wide range of weaponry, including the DC-15 blaster rifle, DC-15A blaster carbine, and DC-17 blaster pistol.
Individual stats
Armor: 5
Health: 25
Strength: 5
Intelligence: 6
Wisdom: 4
Dexterity: 6
Charisma: 5
DC-15 Base Damage: 2
DC-15A Base Damage: 1
DC-17 Base Damage: 4
Combat
Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence:
1. Each combatant starts out flat-footed. Once a combatant acts, he or she is no longer flat-footed.
2. Determine which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds of combat begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take one action (either a standard action or a move action) during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round.
3. Combatants who have not yet rolled initiative do so. All combatants are now ready to begin their first regular round of combat.
4. Combatants act in initiative order (highest to lowest).
5. When everyone has had a turn, the combatant with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.
Ability categories
Characters start out with 17 ABILITY POINTS to be distributed for each category, along with a set of stock clone armor (5 armor points) and a lightsaber which deals a point of base damage.
Health
Health refers to your total hit points. Once it reaches 0, you are dying. At -10, you die.
Strength
Strength measures your character’s muscle and physical power. This modifier can be applied to acts that check physical strength, such as melee attacks, climbing, swimming, and so on.
Intelligence
Intelligence determines how well your character learns and reasons. This modifier can be applied to things such as languages your character knows at the beginning of the game, as well as actions such as disabling devices, appraising, crafting, searching, and so on.
Wisdom
Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. This modifier can be applied to checks for spotting hidden enemies, foraging for food, listening, and so on.
Dexterity
Dexterity measures hand-eye coordination, agility, reflexes, and balance. This modifier can be applied to ranged attack rolls, along with actions such as moving silently, riding, climbing rope, and so on.
Charisma
Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. This modifier can be applied to actions such as diplomacy, bluffing, intimidation, and handling animals.
Once all of you are done, we can start the game. I'll be elaborating on the combat system further in more detail soon.To start, fill out this character sheet, and distribute 17 ABILITY POINTS to each ability category. Your own character backstories are very much welcome.
Player list (4/5)