The New Sith Wars (Campaign Primer)

Title: New Sith Wars
System: v3.0-v3.5
GM: Philip Slama

Moderator: Ozymandius

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The New Sith Wars (Campaign Primer)

Postby Ozymandius » Thu Oct 15, 2009 2:13 pm

Campaign Overview

Character Creation
The New Sith Wars campaign is designed to be as epic as the Star Wars movies; packed with more action, suspense and heroic moments than the standard home game. As a result of this campaign goal there have been some changes to character creation listed below.

Ability Score Generation
Instead of the standard 28 or 32 point-buy system, this campaign will utilize a 36 point-buy system in order to maximize the above characteristics and ensure that players do not feel "left out" because of negative or nominal ability statistics. Some rules do apply and are listed below.

1. No Ability Score may be purchased past 18; however, it can be raised beyond this number by Race, Class, Level or Equipment features.

2. No Ability Score may have a modifier of -1; it is also recommended that players try to minimize the number of modifers that are 0.

3. If you would like to play a race that has no statistics please forward the name of the species and allow a few days for a response from the Judge as to the "modified" statistics and racial abilities.

Hit Points
All characters begin with their maximum hit points for their class as well as their bonus hit points from their Constitution ability modifer. In addition to these hit points they are given an additional thirty (30) hit points at first level.

Skill Variants
Because of the recent changes to the d20 system, and coversion of 3.5 to either 3.75 or 4.0, this campaign makes use of some of those improvements when dealing with skills. Also, due to the multitude of new skills within this campaign changes have been made to accomodate the skill point gap experienced during the Living Force campaign.

Also there has been an additional change to the definition of "Class Skill" and "Cross Class Skill." Any "Class Skill" that a character puts one rank into receives a +2 Miscellaneous bonus. Any "Cross Class Skill" that a character puts skill points into no longer costs two skill points, now it only costs one. If a character should gain an additional class that provides additional "Class Skills" apply the +2 Miscellaneous bonus to those skills that have skill ranks already applied.

Character classes also do not use the Class Skill Number x 4 to calculate starting Skill Points.

For determining starting skill points use only the Class Skill Number + Int for Skill Points.

The following are changes made to specific skills or groups of skill sets.

1. Climb, Jump and Swim
These three skills, since they are all based on the same ability attribute have been combined into one single skill which will be refered to as Physical (Str). If you place a skill point in either Climb, Jump or Swim add a skill rank to each of the other skills (i.e. A player puts one rank into Climb, they also put a free skill rank in Jump and Swim or vice versa).

2. Balance, Escape Artist, Ride, Sleight of Hand and Tumble
These five skills, which utilize the same ability and are closely related in concept, have all been combined into one single skill which will be refered to as Agility (Dex). If you place a skill point in either Balance, Escape Artist, Ride, Sleight of Hand or Tumble add a skill rank to each of the other skills (i.e. A player puts one rank into Balance, they also put a free skill rank in Escape Artist, Ride, Sleight of Hand and Tumble).

3. Bluff, Diplomacy, Intimidate
These three skills are all different and yet intertwined and so have all been combined into one single skill which will be referred to as Persuasion (Cha). If you place a skill point in either Bluff, Diplomacy or Intimidate add a skill rank to each of the other skills (i.e. A player puts one rank into Bluff, they also put a free skill rank in Diplomacy and Intimidate).

4. Hide and Move Silently
Because these two skills are two sides of the same coin they have been combined into one skill which will be referred to as Stealth (Dex). If you place a skill point in either Hide or Move Silently add a skill rank to the other skill (i.e. A player puts one rank into Hide, they also put a free skill rank in Move Silently).

5. Listen and Spot
As above these two skills are similar and they have been combined into one skill which will be referred to as Perception (Wis). If you place a skill point in either Listen or Spot add a skill rank to the other skill (i.e. A player puts one rank in Listen, they also put a free rank in Move Silently).

Feats
Because of the "epic" nature of this campaign, feats will be gained differently than in previous editions of the Star Wars d20 system. At every odd level a character gains an additional feat as well as any others from class abilities.

Variant Rules

Option: Hit Locations
The revised core rulebook touches on rules for targeting specific body parts, but you have to do a lot of page turning to learn each specific result. The “Hit Locations” system, for those who are keen on getting in the perfect shot or knowing if they need a cybernetic eye replacement, condenses that information into a handful of essential tables and quick, easy rules.

Table 1-1: Hit Locations lists the result required to hit a specific body part gets when you aim for it, known as a “called shot” and additional effects on a successful hit. If a player wants to force an opponent to drop a held item (such as a weapon) or to score a momentum-stopping hit, use the Defense bonus and additional effects from Table 1-2: Aimed Shots. When a target is unaware of an attacker making a called shot aimed at an extremity (any part except the torso), subtract 5 from the target’s Defense bonus to represent the lack of defensive movements.

Note that aimed shots are not a way to get around vitality points; that’s what critical hit represents. All critical hits require a roll on either Table 1-3, 1-4 or 1-5 after they are confirmed.

Severed and Broken Limbs
When a bipedal character loses the use of an arm or leg, the results can negate, or at least hinder, certain actions. Obviously a severed arm can’t hold a weapon, and a broken leg slows movement dramatically. Any action that demands the use of the limb is impossible, and actions hindered but not negated by the loss suffer a -4 penalty. Movement is reduced to one-half for a bipedal character with a severed or broken leg.

Medical attention is necessary to mend a severed or broken body part. Natural healing will restore the lost wound points but will not remove any penalties. To set a broken limb requires a successful Treat Injury check (DC 20, or DC 30 if the character is attempting to set his own broken limb).

In the Star Wars, universe, severed limbs can be replaced with cybernetics or, in rare cases, even regrown (by certain species with that ability).


Episode Guide:

Story Arc: The New Sith Wars
Episode 1: The Battle of Korriban (Complete)
Episode 2: The Devil in the Dark (Complete)
Episode 3: Reliquary (Complete)
Episode 4: A Matter of Perspective
Episode 5: Rightful Heir

Story Arc: Lord Hoth's Campaign
Episode 6: Suspicions
Episode 7: The Battle of Hoth
Episode 8: Profit and Lace
Episode 9: The Battle of Dromund Kaas
Episode 10: The Collaborator
Episode 11: The Second Battle of Malrev IV
Episode 12: Starship Down

Story Arc: Sith Mid-Rim Expansion
Episode 13: Equilibrium
Episode 14: The Battle of Kashyyyk
Episode 15: The Battle of Hsskhor
Episode 16: Prodigal Daughter
Episode 17: The Sound of Their Voice
Episode 18: The Battle of Phaseera
Episode 19: Born to the Purple

Story Arc: Lord Kaan's Campaign
Episode 20: Worst Case Scenario
Episode 21: The Battle of Bespin
Episode 22: The Battle of Sullust
Episode 23: The Battle of Tanaab
Episode 24: The Battle of Harpori
Episode 25: The Duel on Balowa
Episode 26: The Battle of Ambria
Episode 27: Prey

Story Arc: The Ruusan Campaign, Part I
Episode 28: Sic Transit
Episode 29: The First Battle of Ruusan
Episode 30: The Grand Illusion
Episode 31: The Second Battle of Ruusan

Story Arc: The Bormea Sector Campaign
Episode 32: I Think, Therefore I Kill
Episode 33: The Battle of Corulag
Episode 34: The Battle of Chandrilla
Episode 35: Underneath
Episode 36: The Third Battle of Ruusan

Story Arc: The Ruusan Campaign, Part II
Episode 37: Unforgettable
Episode 38: The Fourth Battle of Ruusan
Episode 39: The Fifth Battle of Ruusan
Episode 40: The Sixth Battle of Ruusan
Episode 41: The Seventh Battle of Ruusan
Last edited by Ozymandius on Mon Nov 16, 2009 12:32 pm, edited 1 time in total.

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Re: The New Sith Wars (Campaign Primer)

Postby Thanos » Sun Oct 25, 2009 12:20 am

FYI you get max credit for your class.

How are you handling Vitality points per level? Fixed? Roll?


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