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SWRPF Archive Way of the Sith

Discussion in 'Star Wars Role Playing Archive' started by DarthQuellonis, Feb 18, 2006.

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  1. DarthQuellonis

    DarthQuellonis Jedi Padawan star 4

    Registered:
    May 22, 2005
    Way of the Sith

    A terrible plague has befallen the Jedi Knights of the New Order. Hundreds of years after the Yuuzhan Vong invasion, the heroes of the galaxy, have all but been forgotten. Skywalker, Solo, everyone has become nearly forgotten in a age of deception and murder. In the Senate the Chief of State?s position on matters is as unimportant as a normal civilian to corporations and firms across the galaxy.

    Several Senators are under the influence of large companies with agendas of their own. In this time matters are taken into a person?s own hands. With the Senate in shambles, many representatives of planets form their own governments, crime soars as the Republic has begun a gradual decline in power. Eventually the culmination of these events has brought about the fracture of the Jedi Order. The Order is split in half, both sides claiming different views, in the silent war to save the Republic?s founding principles. Neither side is right, nor wrong as conflict escalates in the outer-rim, with several defeats of the failing Republic military.

    On the verge of collapse, rogue groups emerge to pummel upon the great resources of the Republic, channeling vast amounts of money into secret firms created under the noses of the remaining law officers who haven?t resigned from their work. It is a time of peril, there is no law in the galaxy, and soon, if order is not restored, there will be no peace. In the midst of corruption and sabotage of the remaining defenders of the Republic, a shadowy group of warriors arise sworn to destroy the enemies of the Republic, but at a great cost... After destroying the unofficial leader of the Republic, a crime lord named Krujak, the group has declared martial law over all of the regions of the Republic. The Jedi Order suspects the group to be of the dark side, as they seek to protect what remnants of the Republic still exist. Freedom and liberty has been reduced to hardship and tyranny.

    Choose your path wisely:

    The Way of the Sith

    For years the new Dark Lords have secretly developed a powerful grasp over over the Republic. However the allegiance has been deteriorating, the Dark Lords have begun to fight for complete dominance over each other. The most powerful Dark Lords have been killed off by the marauders of an relatively unknown Dark Lord, supposedly trained by Luke Skywalker before he turned evil.

    The remaining most powerful warrior remains to be revealed to the power hungry usurpers of the hierarchy of the Dark Lords. Many former apprentices to many of the powerful Sith Lords have begun plotting against the traitor to the Order, Mekrynal, a disgrace to the ancient Dark Lords revered among the Sith legions. Your allegiance to either side is deeply seen as a powerful moment in each group?s mind, however, it will have dire consequences if you choose unwisely and began to attempt to destroy both factions.

    The Will of the Force

    For many decades a group of neutral force users, ex-Jedi and force adepts, have tried to find the deeper meaning of the force?s will. To gain prestige is to know the deep consequences of actions, and to have a grasp over the overall galaxy, neither dark or light, the gray ones are sought out by few, for many find their predictions of the future far too realistic, others do not trust them, thinking very little of their mysterious and undiscovered ways.

    The Code of the Jedi Order

    The path of a Jedi Knight is a long and difficult life. To many worlds they travel, seeking to maintain peace and justice throughout the galaxy. In recent times they have been suspected of plotting against the Republic, further relating to the mistrust of them in the eyes of an average civilian. The Order in recent years has simply disappeared into the darkness of the galaxy, hiding or simply, disappearing one day.

    Only a small group of Jedi still populate the Temples and enclaves scattered around the
     
  2. DarthQuellonis

    DarthQuellonis Jedi Padawan star 4

    Registered:
    May 22, 2005
    Come on, no takers?
     
  3. JediCouncilMaster

    JediCouncilMaster Jedi Youngling star 6

    Registered:
    Jun 23, 2005
    I'll join probably later in the future, GM. Just give me some time. ;)
     
  4. phantom_panther

    phantom_panther Jedi Youngling star 2

    Registered:
    Oct 26, 2005
    Could you explain the force abilities and weaknesses under the weapons catagory. and how do you figure ship VP?
     
  5. DarthQuellonis

    DarthQuellonis Jedi Padawan star 4

    Registered:
    May 22, 2005
    The force abilities, as listed like force push, are straight foward descriptions of what they do. Some force powers like telepathy and plague are a little less specific. Here is a general description of each force power.

    Force push: Can push opponent, rendering weaker ones helpless for a few seconds.

    Force pull: Can pull opponent, rendering weaker ones helpless for a few seconds.

    Force heal: Can heal 25% of all VP points

    Force heal level II: Can heal 50% of all VP points

    Force resurrection: Unknown

    Force telepathy: Can communicate through the force with other people.

    Force sense: The ability to sense someone, nearby or far away.

    Force choke: An invisible clench upon someone.

    Force rage: A powerful surge of rage gives you a sharpness in combat. (gives you a +2 advantage in combat)

    Force lightning: Deadly waves of electric energy.

    Force plague: Produces weakness in opponent's combat mind. Doesn't hurt character.

    Force Deflection: Using the force, a warrior can deflect heavy objects, such as crates.

    The weakness of all the force powers is that all of them can only be used only once every hour in the real world, if your below level 10. The time keeps cutting for every ten levels, every 30 minutes for a 20th level character to 29. For level 30 to 39,15 minutes. Lastly for a level 40 character, every 8 minutes.

    VP points are decided upon by level. All characters start out with 10 VP.
     
  6. DarthQuellonis

    DarthQuellonis Jedi Padawan star 4

    Registered:
    May 22, 2005
    Still no one interested? This RPG is designed to eliminate god-modding, and level unfair players to a acceptable level. I hope to begin this soon, by March 1st.
     
  7. Darth_Vaderous

    Darth_Vaderous Jedi Knight star 5

    Registered:
    May 16, 2005
    I'm going to join, I'm working on a character sheet now.
     
  8. DarthVercetti

    DarthVercetti Jedi Master star 4

    Registered:
    Oct 18, 2005
    OK, I am interested and i will PM you with some details i require for further understanding of the game.
     
  9. DarthQuellonis

    DarthQuellonis Jedi Padawan star 4

    Registered:
    May 22, 2005
    Read through this revised version, then ask me about any specific problems. I can't really explain the whole system in depth, unless you tell me what you have difficulties with.

    The number of base skills which the character can add to depends on how many experience points your willing to spend to add another level
    to a certain skill.


    How do base skills effect the game? Base skills give modifiers to combat, and to any feat that is related to it?s characteristics.

    Experience needed to buy one base skill point: 30

    The base skills you can add this point to, goes as followed:

    Combat (strength=melee, dexterity=long range weapons) =1 modifier

    Spirit (Wisdom of the force, knowing people?s faults and weaknesses) =5 modifier

    Mechanics (piloting, fixing things, building equipment) =2 modifier

    Experience Point System

    Each character starts out with a certain amount of points, to spend on special moves for any character, base skills, or force-user only feats.

    To get points you must:
    For each normal enemy you kill or each objective (other than breathing, walking, etc.) you accomplish, you gain experience. Normal enemies and objectives can be any small tasks, such as destroying a thug or activating a elevator. You get 150 points per action.

    Hard enemies and objectives are ones that require visible effort or put a strain on the hero?s abilities. In other words, it is not simple like defeating any easy enemy. You get 500 experience points per action.

    After the period of one week you must PM your total points, to allow for verification, to either myself or any co-GM appointed in the future.

    Starting Experience points for each faction:
    Points for Jedi:1,500
    Points for Grey Jedi:1,200
    Points for Sith:1,500


    After I have sent you verification of the total points, you can train in your knowledge of special abilities and force powers. Every feat or force power you gain once is one level, you can gain more strength in that power by gaining more levels. Comparisons of different levels of different characters helps to aide in interaction and combat.

    Here are the feats you can choose from:

    Force push (universal): 5 points

    Force pull (universal): 5 points

    Force heal (light side): 25 points

    Force heal level II (light side): 50 points

    Force resurrection (unknown): (unspecified amount of points needed. Most likely quest only force power.)

    Force telepathy (universal): 25 points

    Force sense (universal): 25 points

    Force choke (dark side): 30 points

    Force rage (dark side): 30 points
    (gives you a +2 advantage in combat)
    Force lightning (dark side): 50 points

    Force plague (dark side): 25 points

    Force deflection (universal: 25 points

    Interrogation: You are skilled at getting information from prisoners, in any way shape, or form: 15 points

    Gambling: You can defeat many opponents using a careful mind: 10 points

    Demolition/sabotage: You can sabotage installations, bridges, anything for that matter: 20 points

    Hiding/Secrecy: You are adept at moving unnoticed through places: 20 points

    Increased Manipulation: You are skilled at tricking people into believing the things you say. Expert manipulators can gain access to even the most forbidden parts: of people: 15 points

    Influence: You can twist the will of people to suit your needs, to a varied degree: 15 points

    Repair: 5 points

    Piloting: 10 points

    Healing: 10 points

    Expert blaster proficiency: You are talented with blasters: 10 points

    Expert marksmen: You are deadly with a sniper rifle or other long range weapons: 15 points

    Expert Melee Weapons: You are deadly with melee weapons: 15 points

    Every path has a specified beginning stat, for instance the Sith Lords have more focus in physical training at first, while the Jedi and the Force Adepts have a mix of both physical and force training. After a warrior has accomplished a certain number of points in at least 5 skills they gain a level of experience. Levels of experience hav
     
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