Skip to content
View in the app

A better way to browse. Learn more.

IRON Forums Website

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Star Wars: Knightfall RP [4/5]

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 Force

For 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.



To start, fill out this character sheet, and distribute 17 ABILITY POINTS to each ability category. Your own character backstories are very much welcome.

Name:
Health:
Strength:
Intelligence:
Wisdom:
Dexterity:
Charisma:

Once all of you are done, we can start the game. I'll be elaborating on the combat system further in more detail soon.

Player list (4/5)

Kalahan du Resovō (Myrrdin Emrys) - One with the Force
Adrastos kai-Doukas (Theophilos) - Alive
Dave (Black Rook) - Alive
Jay Von Yiddo (Wolfpacks) - Alive
Kyros Za-Bane (King Hitler) - Alive

  • Replies 57
  • Views 12.5k
  • Created
  • Last Reply

Top Posters In This Topic

Featured Replies

  • Author

I follow doukas and listen closer to the sound.

Using listen on this has a difficulty class of 15. Roll 1d20 and post your result. If the value is higher, your listening is successful.

  • Author

I got 17 https://www.wizards.com/dnd/dice/dice.htm

This is great if you don't have a real d20

EVENT

 

You hear whispering, but it doesn't sound like a group. It sounds like a lone clone trooper. His talking in to his comm link has given him away!

 

  • Author

I sneak up behind him and run him through with my lightsaber

COMBAT

Surprise Round

 

Dave v. ARF trooper (level 1)

Surprise round! ARF Trooper (level 1) is unaware.

1. Dave rolls for Initiative. Result is 1d20+Dexterity(3)=22

2. Dave rolls for a hit! ARF trooper Armor Class to beat is 10+Armor(1)=11. Result is 1d20+Base Damage(1)+Strength(4)=16. A successful hit!

3. Dave does damage to ARF trooper (level 1). Dave's base damage dealt is Lightsaber(1)+Strength(4)=5. ARF Trooper (level 1)'s Health points are 1.

4. ARF trooper (level 1)'s current health is -4 and is now dying. ARF trooper (level 1) rolls 2d10 (10%, has to hit 10 and below) to become stable.

Result is 2d10=17. ARF trooper (level 1) is still dying!

Surprise round ends.

 

 

Round 1

 

Dave v. ARF trooper (level 1)

1. ARF trooper (level 1) rolls for initiative. Result is 1d20+Dexterity(3)=7.

2. ARF trooper (level 1) is dying, losing one health point. His health is now at -5.

3. ARF trooper rolls 2d10 (10%, has to hit 10 and below) to become stable. Result is 2d10=81. ARF trooper (level 1) is still dying and cannot attack for this round.

 

 

Summary: ARF trooper (level 1) has received 5 points of damage from Dave and his health has dropped to -5, a dying state.

  • Author

COMBAT

 

Round 1 is continued.

 

Dave v. ARF trooper (level 1)

1. ARF trooper (level 1) rolls for initiative. Result is 1d20+Dexterity(3)=7.

2. ARF trooper (level 1) is dying, losing one health point. His health is now at -5.

3. ARF trooper rolls 2d10 (10%, has to hit 10 and below) to become stable. Result is 2d10=81. ARF trooper (level 1) is still dying and cannot attack for this round.

4. Dave rolls for a hit! ARF trooper Armor Class to beat is 10+Armor(1)+Dexterity(3)=14. Result is 1d20+Base Damage(1)+Strength(4)=15. A successful hit!

5. Dave does damage to ARF trooper (level 1). Dave's base damage dealt is Lightsaber(1)+Strength(4)=5. ARF Trooper (level 1)'s Health points are -10.

6. ARF trooper (level 1) has died.

 

 

Summary: ARF trooper (level 1) has received 10 points of damage from Dave and has died in the battle.

  • Author

Jay turns up late to the rendezvous and follows the tracks

EVENT

 

Your group is now reunited, but you are still in the wild Glitter Groves. It may only be a matter of time now before the clones arrive in full force after that scout gave away your position. It would be wise to salvage what is still left in the crash before the fire consumes it all.

 

Kyros searched the wreckage for any left over fuel tanks. He pours the left overs onto the trooper to remove any evidence from further scouts. I salvage the communication radio to keep tabs on scout movements.

 

-is this acceptable behavior?-

  • Author

Kyros searched the wreckage for any left over fuel tanks. He pours the left overs onto the trooper to remove any evidence from further scouts. I salvage the communication radio to keep tabs on scout movements.

-is this acceptable behavior?-

 

 

In your salvaging efforts, you found a map of the general vicinity. You find that Nubantias City Space Port is a day's trek away, and much nearer is the abandoned Minri Gam Fortified Metalworks facility, a suspected hideout of the relatively allied Belderone Guerillas.

 

Unfortunately, the scout's comm link was broken in Dave's attack, but it seems repairable if you find the proper parts.

 

The remains of the scout has been charred, leaving it unrecognizable along with the original occupants of the gunship.

 

 

I take his rifle.

 

LOOT HIM :P

Dave picked up the ARF trooper's DC-15A blaster carbine, which remains in working condition.

 

As it is a ranged weapon, it relies more on your dexterity than strength.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.