Wednesday January 14th, 2009, at my house at 6pm will mark the beginning of the first session for our newest saga! All players, be ready to begin with completed characters to head right into the action!

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Inspired by SW concept art.

This is an idea for a non-traditional lightsaber type that someone might like to use.

Lightsaber Gauntlet
lightsaber
Size: Small
Cost: 14,000 credits
Damage: 2d6 energy and slashing
Weight: 1.5 kg
Availability: Rare
Required Feat: Weapon Proficiency (lightsabers)
Wrist-mounted weapon: This weapon cannot be disarmed (though it may be targeted and destroyed). Like the guard shoto lightsaber, this weapon is laced with phrik allow that allows the weapon to retain its DR versus other lightsabers, making it a good defensive weapon. It also makes this weapon rather expensive to build.

The blades are usually dual, mounted, very short lightsabers of perhaps two feet in length. However, together, they are capable of inflicting more damage than a typical lightsaber of this size. The guard and dual hilts are resistant to lightsaber damage, making this weapon especially useful in melee combat. Using this weapon in melee grants the user +2 equipment bonus to Block attempts.

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I’ve updated the campaign description today. I encourage all players to check out A Jedi Story! If you are new to this site, then I encourage you to follow this up with the post called Campaign Background.

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So, a new Star Wars sourcebook came out called Scum and Villainy. I haven’t quite finished reading everything — there is huge number of new options for tinkers, criminals, nobles, and just about every non-Jedi type of character you can think of! Oh yes. And there is great new stuff for modding starships.

Once again, there are a slew of new races available to PCs and I’ll shortly be reviewing them and adding them to the list of allowed races for this game. 

Also of note is the equipment upgrade rules. This is, as you may have guessed if you already own the KotOR Campaign Guide, a valuable expansion on the system touched upon in our trusty KotOR book. At first glance, I want to say that everything listed there that is applicable to the KotOR time period, will be available to characters in this game.

I should take a moment to also state that there are a lot of books available for the Saga Edition of the RPG now. But you don’t need to buy them all in order to play. Really, you just need access to the core rulebook. All these other things mentioned here on this site and in those extra books are just options that are available if you want them.

Keep an eye on this blog, (or the RSS feed) to see what new stuff will be added to this KotOR Unleashed game!

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Just for fun, I thought I’d write up a list of lightsabers, their variants, and the different kinds of crystals you might find, as well as the book and page number you can find them.

  • SECR = Saga Edition Core Rulebook
  • KotOR CG = Knights of the Old Republic Campaign Guide
  • FUCG = The Force Unleashed Campaign Guide
  • TotG = Threats of the Galaxy

Lightsaber - SECR122

Double lightsaber - SECR123

Short lightsaber - SECR123

lightwhip - TotG

lightfoil - KotORCG65

guard shoto - FUCG96

lightsaber pike - FUCG199

All of these options can be available in this campaign. My thinking is that lightsaber design is a very individual thing for Jedi and Sith alike. Since each base weapon is usually highly customized, why not the overall form as well? The above types of lightsaber should cover most concepts so that rules for them can easily apply to your idea of a lightsaber weapon.

In addition, the lightsaber blades themselves can be modified, depending on the crystals used in the lightsaber. Such crystals are rare and highly sought after so unlike lightsaber design which may simply be chosen by the character and either built at 7th level, or in some cases provided by the character’s Jedi or Sith master. These crystals must be discovered via a quest in-game, or recovered from fallen enemies. All these crystals are described in KotORCG pages 66-67.

Bondar (stun damage)

Firkraam, luxum (ion damage)

Jenraux (bonus to blocking)

Opila (extra damage on a crit)

Phond (extra damage vs. shields)

Rubat, eralam, upari (do better damage once per encounter)

Sigil, daminia, nextor, sapith (extra damage on all damage rolls)

Solari (bonus to deflect)

One thing to consider when your character gains possession of one of the crystals above is that these crystals, when used, replace the normal +1 bonus a Jedi or Sith wielder gains for attuning to a normal lightsaber crystal.

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If my previous write-up isn’t detailed enough for you, you might like to look at the Master List of Talents presented by the same folks who gave us the Master List of Feats.

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These items are linked with a character’s Destiny and may be brought into play by PCs as they adventure. See the Star Wars RPG site for details.

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Ashla Saaris grew up on the streets of Terra-Alpha, the capital of the desert planet, Circe. As a young child, her parents were killed on a mining explosion, leaving the young togruta to fend for herself.

During her young childhood, Ashla was continuously in and out of orphanages and foster homes. She would always find her self hanging out with the sloop gang, the Crimson Krayt’s. This rough and tumble lifestyle as instilled a somewhat rebellious nature to her personality.

Ashla always had a lucky streak about her, but the real explanation was that she was in-tune to the Force. So as she entered her teen years, Ashla was discreetly followed by a mysterious stranger. After a few days of being followed, Ashla was approached by a Jedi Knight, by the name of Treisse Halo. And after a lengthy conversation, Master Halo offered Ashla a new way of life, one of becoming a Jedi as herself.

And so the story begins for Jedi Padawan Ashla Saaris.

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I have created character sheets for use with this campaign. Here is a blank PDF. If you have a Mac with iWork, you can download this one and unzip it.

Open it in Numbers and select File-> Save as Template. After that you can select it under My Templates whenever you want to create your characters. This spreadsheet-based sheet will auto-calculate just about everything for you.

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The year is 3976 Before the Battle of Yavin (BBY). Twenty years ago, the Great Sith War came to a dramatic end on Yavin 4 with the final defeat of the Sith Lord, Exar Kun. Since then the galaxy has been rebuilding, recovering, and dealing with any remaining pockets of Krath cultists, Sith remnant, and a few Mandalorian stragglers.

But hidden in the mysterious reaches of the Outer Rim, Mandalorian Neo-Crusaders regroup and reassemble themselves in secret. The new breed of crusaders welcomes any species willing to embrace the simple but aggressive Mandalorian code. Beyond the reach of the Republic, they begin gathering in numbers, preparing to one day have their revenge upon the galaxy.

Meanwhile, Jedi veterans of the hard times of the Great Sith War have settled on various worlds to assist in the rebuilding process, act as diplomats, and help safeguard the peace. Most worlds feel honored and grateful to the Jedi High Council when a Jedi Watchman is assigned to their region of space, as they know that these Jedi will hound criminals and seek tirelessly to enforce the peace in the region.

In Argos Sector, the Praxus system is one such place. Here a Jedi Enclave has been created on the planet Medea, a moon of the gas giant called Telemon. This is just one of four worlds of the Praxus system who make up the Praxus Federation. This group is the cornerstone of the entire sector and so it is the ideal place for a Jedi Enclave.

Three masters have taken on apprentices here. One, a Jedi Shadow of great skill, is the human Jedi Knight Treisse Halo. Another master is a Battlemaster, the human Jedi Knight Arlon Del. The third is Jedi Master Tarlo Bernare, a khil Jedi Master and Watchman for the Argos Sector.

The Jedi Enclave is situated on the large island of Theria. 

And it is here our story begins…

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