Star Wars: Knights of the Old Republic (Inactive)

Game Master Elton

It is a dangerous time for the Republic. The Treaty of Coruscant and the Sacking of Corsucant has caught everyone off guard. A dangerous Cold War exists between the two major powers in the Galaxy -- the Galactic Republic and the Sith Empire.


Background

The Background of the Campaign can be found here.

Creating your Character

Ability Score Generation:
Use the Planned Generation method.

Playable Species:

Main Book: Human, Cerean, Duros, Kel Dor, Mon Calamari, Twi'lek, Wookie, and Zabrak.

Knights of the Old Republic: Arkanian, Cathar, Kissai and Massai, and Miraluka

New Feat:

FORCE WHIRL
You can impossibly whirl around without getting hit by an enemy during close quarter combat.

Requisites: Dodge, Force Sensitivity, Attack Bonus +4

Benefit: You can whirl around in close combat and not provoke an Attack of Opportunity from your enemy.

Normal: If you whirl in close combat, your enemy automatically gets an Attack of Opportunity against you with a +2 circumstance bonus.

Special: This feat may be used as a requirement for Whirlwind Attack instead of Mobility.

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True story of the Jedi.

True story of Doctor Wihelm Reich and his work with Orgone Energy. I'll let you draw your own conclusions.

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Planetary List

The following planets are added to the list in KotOR. Some have updates.

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Wuxia Combat Rules:

The following optional rules and style notes allow you to simulate the combat of the Star Wars prequel movies. I strongly recommend that you use them while we play.

STUNTS
Characters gain additional XP when their players describe the method of their attacks in an entertaining way. For example:

“I leap up into the air, slicing at his neck as I jump over him.”

“I kick a cloud of dust into the air, then slash at his exposed neck as he staggers back to clear his eyes.”

The XP bonus equals the character’s level x 10. And this also pretty much includes space combat.

The bonus applies only if the stunt description is being used for the first time in the current fight. This includes uses by other players, or even by you, the GM.

The GM is also encouraged to describe the actions of PC opponents in this way. The idea here is to inspire your players to do the same, by demonstrating how it’s done. Try not to hog all of the good or obvious stunt ideas yourself, though.

PLAYER-CREATED PROPS
Players are not only allowed but encouraged to invent minor features of the set where the fight scene occurs.

“The floor is tiled, so I use my toe to dislodge a tile, and then kick it towards Kan Kuei’s nasty, scaly head.”

“There’s a big coil of heavy-duty rope in the back of the shop. I whirl it around to deflect the incoming arrows.”

"There are boulders around the landscape nearby me. I use the Force to telekinetically lift a boulder and catapult it towards Darth Vandal's head."

The GM is allowed to declare that certain props are not present , and should use this discretion when the player is being utterly unreasonable . You should rule out Uzi sub-machineguns and rods of smiting, but not the sorts of props you’ve seen used in the Star Wars movies.

EXTRA MOBILITY
As if suspended on wires, wuxia characters jump, leap and tumble across the scene of a fight, remaining always in motion. Standing in one place and waving a sword is only for characters without benefit of Hong Kong fight choreographers. During combat only, any character with the Mobility feat has his or her maximum distance for forward or upward leaps doubled. (Note: this rule does not overrule Mobility's +5 bonus against AoOs.) In wuxia fights, you can make a full attack and still take a full move. This rule does not make the light crossbow any faster to use.

GRAVITY, SCHMAVITY
In a wuxia fight, almost any structure is capable of supporting your weight, if you run along it fast enough. Characters can run or leap from treetop to treetop, for example. Any entertaining move should never be ruled out by the requirements of mere physics.

IMPROVISED WEAPONS
Characters rarely finish a fight armed with the same weapons they started out with. But, curious- ly, the found weapons prove at least as effective as the ones they replace.
Any failed hit that comes within 2 points of the target’s armor class disarms him (assuming he uses a weapon at all; creatures with natural weaponry are exempt from this rule). When you’re disarmed, your weapon travels 20 – 80 feet (2d4 x 10) in a random direction.

This is more of a cosmetic disadvantage than any- thing else. Any found or improvised weapon does the same damage as the weapon you lost. This is true whether the new, improvised weapon is a length of rope, a branch, or even a large fish.

However, during a round in which you regain your original lost weapon (or that of another character), you gain a +2 attack and damage bonus with it. If you lost a magical weapon, and fight a creature only hit by such weapons, your improvised item still works against it. Logic? Why, I oughtta ... !

Lightsaber Form powers and Wuxia combat

The lightsaber form powers allows a Jedi to combine his ability with the Force into his lightsaber combat. Both Jedi and Sith practice these powers. However, with Wuxia combat above allowing for free combat movement, it's probably like you have these powers already. This is because the Wuxia combat rules detailed in the above section handles everything the Lightsaber form powers do in the Jedi Academy Training Manual.

The reason why I invoked the wuxia combat rules is so that you will feel free to describe your combats how you would like and get a reward for doing so. However, I still like to use the Lightsaber form powers from the Jedi Academy Training Manual.

Below each Lightsaber form power is a special benefit. If you have the power, and you invoke it during Wuxia combat, you will gain the benefit. If you don't have the power, then you are considered to instinctively use the move on your first try and you don't gain the benefit. Also, using the move more than once (i.e. once every combat scene) means your practicing tapping into your potential with the Force.

If you practice a lightsaber form power without formal training at least five times, and make a DC 28 Sparring Practice check using what you've learned, then you can add the power to your list of Jedi powers and gain the benefit. If not, you will have to seek formal training from your Jedi Master or a Jedi Master with the power.

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Lightsaber Combat forms

Note, in the SAGA main rulebook, you can gain talents that represent mastery over these forms. As in all things, do your own research into Swordsmanship.

Form I: Shii-Cho

"Form I, also called Shii-Cho, requires little explanation, as every Jedi youngling learns the basics of attack, parry, body target zones, and practice drills called velocities."
―Cin Drallig

As the most ancient style of lightsaber combat, Shii-Cho was developed during the transition period from swords to lightsabers. Lightsabers were wielded in a manner similar to swords, so many of the maneuvers, such as attacks or parries, remained unchanged, as the key principles of the old sword-fighting methods continued to be incorporated. The simplicity and persistent methods of the form led it to being dubbed the "Way of the Sarlacc" and the "Determination Form". Shii-Cho swordplay was simplistic and raw. In the hands of a master, the bladework was described as "like watching water flow over the falls."[56] However, less adept practitioners displayed much more basic and somewhat clumsy performance. In combat, Form I encouraged deliberate tactics, calling for continuous, step-by-step advancement while cutting off the opponent's angles. Shii-Cho was specialized towards engaging multiple opponents, the wide, sweeping motions being ideally suited towards attacking numerous adversaries. However, Form I was not as useful against single opponents, as such enemies had complete mobility and could find a weakness in Shii-Cho's comparatively clumsy bladework.[9] Shii-Cho fostered an emotionally-heated mindset, which resulted in the considerable temptation to execute combat with lethal intent, requiring great restraint to exercise the form without going too far. Despite the pull to kill, the style was designed for the purpose of disarming without seriously injuring.

As the most simplistic form, Shii-Cho was the first form taught to initiates within the Jedi Order. Form I training provided the basic knowledge of the sword-fighting principles and blast-deflection skill that was required for practice of all the other forms. In order to teach students to draw upon the Force rather than rely on their senses, early level Shii-Cho blast-deflect training was conducted with a blindfold, forcing the initiate to rely upon his instincts. Later training was conducted through the use of sequences and velocities, the continuous repetition making the moves instinctive reflexes. These training regimens were carried over to all following lightsaber combat forms, which used similar methods. As Shii-Cho philosophy emphasized victory without injury and as such, the sun djem mark of contact was traditionally employed by Form I practitioners. Keeping with the use of sun djem, one of the attacks utilized by Form I practitioners was referred to as the "Disarming Slash", consisting of a strike directed at the opponent's weapon in an attempt to rip it out of their grasp.

Gamemaster Notes about Shii-Cho:

Shii-Cho developed from Swordmanship. And it's the first Lightsaber training a padawan gets. It's close to actual European combat that people are trained in at the Academy of European Martial Arts. Shii-Cho represents European Swordsmanship, but at one point they diverge.

To get an idea of how Shii-Cho works for the beginning duelist, watch this practice.

A master like Kit Fisto treats the style differently, it's much more fluid.

Form II: Makashi

"Form II, also called Makashi, represents the ultimate refinement of lightsaber-to-lightsaber combat."
―Cin Drallig on Form II

Makashi was the most dueling-centric of the seven forms, developed during an era where engagements with Darksiders and rogue Jedi became an almost routine activity. Form II's primary purpose was to serve as a counter to the first form; Shii-Cho. Makashi relied on precision swordplay to counter the sweeping movements demonstrated by Shii-Cho, and a heavy focus on protecting one's weapon to avoid being disarmed, the primary goal of Form I. Form II emphasized fluid motion and anticipation of a weapon being swung at its target, and so required very fluid movements of both the blade and the body. Timing, accuracy, and skill, rather than strength, were relied-upon to defeat one's opponent. With a skilled practitioner, the results were deadly. Makashi users were often elegant, precise, calm, confident to the point of arrogance (as befit Dooku's personality). Form II users were supremely confident in their chances for victory, and often looked so relaxed when they were fighting they even appeared to be dancing. Makashi duelists also trained themselves to avoid enslavement to form, as such enslavement opened the practitioner to be defeated by predictability and the unforeseen.

Due to Form II's emphasis on blade manipulation, and its many fluid one-handed moves, Makashi practitioners often wielded lightsabers that were specialized for such use. The most prominent weapon for this purpose was the curved-hilted lightsaber. These weapons were used because the curved hilt fit better into the palm, granting better blade control and allowing for greater precision and strength. In addition to this, wielders often created highly decorated weapons, and occasionally included blade-guards, as shown with Dooku's lightsaber. The other, considerably rarer, weapon type was the Lightfoil, a specialized type of lightsaber used by the Mecrosa Order. Original lightfoils were built with small handles for exclusively one-handed usage, and were much better balanced than typical lightsabers, allowing for greater precision.

Gamemaster Notes on Makashi:

To roleplay Makashi effectively is to think of a combination of staged Arte of Defense and staged Tai Chi Quan. Inigo and the Man in Black demonstrates part of Makashi in this scene from the Princess Bride.

Form III: Soresu

"A… defensive technique. But effective. Use it if you do not wish to be hit, or if you are facing many opponents with blasters. With a lightsaber blade and enough skill in deflection, it is an excellent offense against blasters, but in other situations, it merely delays the inevitable."
―Kreia

The original purpose of the Soresu form was to counter blaster-wielding opponents, as the previous combat styles focused on lightsaber dueling. Becoming the most defensive of the seven forms, Soresu utilized tight moves, subtle dodges and short sweeps designed to provide maximum defensive coverage, leaving the duelist less exposed to ranged fire. Over time, Form III came to trancend this basic origin and become an expression of non-aggressive Jedi philosophy. Soresu utilized motions that occurred very close to the body, in an attempt to achieve near-total protection and expend as little energy as possible while executing moves. Form III stressed quick reflexes and fast positional transition, in order to overcome the rapidity with which a blaster could be fired. This technique minimized the body's exposure, making a well-trained practitioner nearly invincible. Form III involved preparation for prolonged battles where the user observed and learned as much as possible about their opponent's or opponents' technique while engaged in combat. Also, by being more capable in lengthy battles, a Soresu user had the ability to gain control of a combat situation, creating multiple options for the Jedi employing the form. A Form III user could choose to kill, disarm, or even reason with their opponent.

Truly focused masters of Soresu were very formidable due to their strong defense technique. However, Form III merely facilitated survival rather than victory. Form III initiates were more than capable of defending themselves from attack, but they needed a large amount of experience to learn how to effectively counter-attack and entrap opponents. Masters had to maintain an incredibly strong focus on the center of the combat circle, since the defensive tactics of the form included guards and parries engaged very close to the body. Jedi who left small lapses in their otherwise strong defense left little room to avoid injury.

Gamemaster Notes on Soresu:

We don't have blasters, we have rifled arms and pistols. And if we had lightsabers and blasters, this form would exist. There is no example better than to watch Obi-Wan Kenobi do battle in Episodes I and III, and during the Clone Wars t.v. shows. If it were to exist, it would probably have the fluid motions of the Arte of Defence and Tai Chi Quan designed to deflect and reflect blaster fire.

Form IV: Ataru

"Ataru is the name given to the movements of this form - though it is aggressive, it is focused, and its best use is in combat against a single opponent."
―Zez-Kai Ell
Ataru was an aggressive combat form relying on a combination of power, strength, and speed. Practitioners of Ataru were always on the offensive, attacking with wide, fast, and powerful swings, constantly calling upon the Force to aid in their movements and attacks. By allowing the Force to flow throughout their body, they could overcome their physical limitations (including old age, as was the case with Master Yoda) and perform amazing feats of acrobatics, such as somersaults and backflips, not only for attack, but also to evade the attacks and strikes of their opponents.

The standard components of Form IV focused on application of and smooth transition between the three axes of rotation in a three-dimensional space; the su ma. Specifically, the jung su ma (spinning), ton su ma (somersaults), and en su ma (cartwheels). Those who used Form IV could move at high speeds and could rain strong blows, jumping and attacking through the air. Powerful and quick spinning attacks could be utilized from all angles, either from ground or air. A master in Ataru combat could appear like a blur to their opponents, attacking from all directions—from the front, the sides, overhead, or behind. The Force not only allowed them to perform athletic feats not possible otherwise, but it also helped guide their actions and movements in combat. Obi-Wan Kenobi's backflip upon being kicked in the head is a perfect example of a Form IV recovery, redirecting the kinetic energy.

Gamemaster notes on Ataru:

I believe that Ataru's best copy is Stage Tai Chi Quan in its fullest. Ataru's essence is captured by Hong Kong fight choreographers. Although you see Yoda ninja-ing his way at his former padawan, nothing captures the spirit of Ataru more than this clip of the Green Room fight and this clip of Flying Snow vs. Moon from Hero.

Form V: Shien/Djem So

"Peace through superior firepower"
―Jedi maxim on Form V
Form V was created by Form III masters who desired a more offensive style, since the defensive nature of Form III could lead to prolonged combat, sometimes dangerously so. It evolved into an accepted style by combining the defensive maneuvers of Form III with the more aggressive philosophy and tactics of Form II. Form V also required a higher level of physical strength than the other lightsaber forms, due to its focus on complete domination of opponents. The form was developed alongside Form IV at a time when the Jedi were increasingly called upon to actively keep the peace. Form V had two distinct variations: Shien and Djem So.

Classic Form V, Shien was developed first. Known as the "Perseverance Form", Shien was designed to protect against enemy blaster fire and strikes without compromising one's ability to launch powerful counterattacks. With its focus against blaster fire, Shien kept in mind that Jedi were often outnumbered by their opponents and needed to defend themselves while retaining offensive capability. However, it lacked effectiveness against single opponents. Shien practitioners were known to favor, or at least regularly utilize, reversed grips.

Whereas Shien specialized in blast-deflection, the more advanced Djem So focused on lightsaber dueling. Utilizing a combination of blocks and parries, a Djem So user maintained a proper foundation in terms of defense against both ranged and melee attacks, but rather than counter only when necessary as per Soresu training regimens, Djem So actively pressed the offense. Djem So placed a heavy focus on brute strength, utilizing wide, powerful strikes and parries. Power attacks from a Djem So user could even knock an opponent back just through sheer kinetic force, throwing them off balance and leaving them vulnerable to further brute force strikes and power blows that sought not just to penetrate an opponent's defense, but drive them back and leave them unable to counter.

Gamemaster notes on Shien and Djem So:

I feel that Shien's Earthly counterpart is Kenjutsu. Kenjutsu specialized in using the Katana as a weapon and, like most things dealing with killing each other, Man developed several styles around it. Plus, both David Prowse and Mark Hamill were told to treat their lightsabers as "Heavy Broadswords." Besides watching the original Trilogy, one can get an idea on how Kenjutsu is shown on screen by watching The Seven Samurai, Yojimbo, and Chūsingura (all of which have Toshiro Mifune in the cast). Kurosawa's The Hidden Fortress (which I watched once) is also recommended.

Form VI: Niman

"Is Form VI the most worthy of study? No, but in general it is the most practical."
―Cin Drallig[src]
Niman, the dual-blade style developed by the Royale Macheteros of the Kashi Mer, was named for the dual triumvirate of the Kashi deities. The style was adopted by the Legions of Lettow, a group of Dark Siders responsible for the First Great Schism of the Jedi Order. After the defeat of the Legion at the hands of the Jedi, Niman was adopted by the Jedi order, eventually being refined into the sixth form of lightsaber combat, referred to by the same name.

Form VI attempted to balance all elements of lightsaber combat, combining the techniques from Forms that came before into a less intensely demanding combat style. In practice, Form VI was a combination of older forms (Forms I, III, IV, and V), and all of them in moderation. In the blending, much of the individuality was lost, but the strengths were spread evenly, and there was little weakness in it. Due to its "jack-of-all-trades" nature, the success of this form was largely dependent on the practitioner's intuition, improvisation, and creativity in combat rather than the rote responses derived from other forms. This broad generalization made Form VI well suited for diplomats, as they could spend their time training in the areas of politics and negotiation instead of combat training.

Gamemaster Notes on Niman:

I wouldn't have any notes on this style as for watching it in any of the films. Choreographic displays of Lightsaber combat is best seen on screen and read in novels. Perhaps it's best to learn how Niman works by listening to how the actors had to replicate swordsmanship if you read and watched any "Making of" films of the Star Wars saga.

Basically, they said they had to practice anything replicating swordsmanship.

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Particularly not very nice people

The Sith Emperor: Although the Sith Emperor is defeated in the SW:TOR storyline, he plays an important part in ours. His Dark Majesty and Dark Lord of the Sith, Darth Vitiate is the most powerful being in the Dark Side of the Force during the Galactic Cold War. Only Darth Sidious would eclipse him in territory claimed, but not by pure power. To the Jedi Order and the Galactic Republic -- Darth Vitiate is simply known as "The Sith Emperor."

Darth Vitiate rules the Empire through the Dark Council of the Sith. He commands legions in the Imperial Military, and rules the Sith Empire through a Militaristic Government. The Sith Lords, following the Dark Side, act as the nobility of the Empire. The Military is there to keep the Empire together while the nobility carry out their dark plots.

Grand Moff Romana: Dalene Romana is a female Grand Moff, the protege of Grand Moff Rycus Kilran -- the so called Butcher of Coruscant. She was born on Belsavis, but was recruited into the Imperial Military Machine. She attracted the Grand Moff, who helped her meteoric rise through the ranks. She became one of the youngest Grand Moffs at age 35, and currently commands the 31st Imperial Fleet.

Bardola the Hutt: One of the Hutts found on Nar Shadda. Bardola the Hutt controls a criminal network that extends into the outer Rim and parts of the Middle Rim. He has spread his tentacles as far as Dantooine, Tatooine, and Naboo and sees Alderaan's civil chaos and Correlia's rumored Imperial ties as an opportunity.

Master Seth Jaran: A Jedi Master who is sixty-one but looks forty-nine due to his strength in the Force, Master Seth Jaran is a no-nonsense Jedi Master who believes in discipline. He learned this the hard way during the Great Sith War when he lost two of his Padawans to the Dark Side, and a third was killed in the Jedi Temple. He has become seemingly hard on the outside, but still has a softened heart.

He has let go of the loss of his padawans, but the emotional damage has been done. Seth Jaran has erected a wall of stone around his heart in order to protect it from further damage. While it hasn't affected his ability to feel the Force and to control it; he seems to be unassailable at times.

Master Seth Jaran is looking for a Padawan which he will guide in the ways of the Force. He sadly knows that before he can do so, he will need to get rid of his heart wall. Also, Master Seth Jaran is a master in Ataru lightsaber combat.

Particularly very Nice People

Rychus Kilran: Grand Moff Rychus Kilran is incredibly ineffably polite. Apart from being the most cunning strategist the Empire has to offer, he has been described as both charismatic and an intellectual genius. He is also very patriotic towards the Empire and would no doubt fight to the bitter end for it.

Grand Master Satele Shan: A descendant of Darth Revan, Satele Shan became the Grand Master of the Jedi Order after the Sacking of Coruscant.

During the start of the Great Galactic War, Shan participated in several major battles on behalf of the Republic during the war, and studied under a number of Jedi Masters, including the Togruta Dar'Nala. As a Padawan in 3,681 BBY, she was an apprentice to Zabrak Master, Kao Cen Darach, during the Fall of Korriban. They both fought against Malgus and Vindican until Kao urged Satele to escape and warn the Republic about the Sith's return, while he remained behind to delay the Sith; Satele felt Kao's death at the hands of Malgus. With the help of a smuggler, Satele was able to deliver the news to the Jedi Order and the Republic. After achieving Knighthood, Shan played a pivotal role in the struggle for the Core World of Alderaan, which had come under a devastating attack from the Sith Lord Darth Malgus. In a confrontation in the forests of Alderaan, Shan engaged Darth Malgus and was defeated by the Sith Lord, but with the assistance of the Commander Jace Malcom she was able to dispatch him. Near the end of the war, Satele led forces on Rhen Var alongside many powerful Jedi to defeat Darth Mekhis and her Sith forces.