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With the Champions of the Force release, a whole new era of play opened up for the Star Wars Miniatures game: the time of Knights of the Old Republic and Tales of the Jedi. But why should the miniatures players have all the fun?
This article uses the three Opportunities minis scenarios as a framework for creating your own Knights of the Old Republic (KOTOR) adventure for the Star Wars Roleplaying Game. It draws on resources new and old, and consolidates previously posted KOTOR RPG information and links for easy reference. You should also have access to the Revised Core Rulebook (RCR), the Dark Side Sourcebook (DSSB) and the Power of the Jedi Sourcebook (PotJ). Those books provide classes, feats, powers, and setting information specific to this era.
Before Play Begins
Initially, the GM and players need to decide several key items. First, which faction will the players side with? Since the adventure uses Opportunities as an outline, it will be easier if they choose the Republic or the Sith rather than playing a neutral force. Determine how the PCs fit in with their faction. At least some characters are considered up and comers. Are they established leaders or upstarts? Are the PCs allies or rivals?
Next, decide how temptation and morality will influence the game. Will there be opportunities for the Jedi to fall or for the Sith to redeem themselves? Or will the characters largely stick to their established morals, with little desire to change? The three Star Wars Miniatures scenarios follow the latter path – the characters are loyal to their factions, so the game concentrates on upgrading them through combat, rather than through moral conflict.
Finally, the GM must take a close look at how the recommended stats for GM characters compare with those of the PCs. For convenience, the new and suggested stats are provided at the end of this article. They'll need to be adjusted to mesh well with your party. The online Dark Side Random Villain Generator (linked below) will help you make some of these adjustments.
Characters
For the player characters, all core classes in the Revised Core Rulebook are available, subject to GM approval.
For Sith characters, consider using prestige classes from the Revised Core Rulebook and the Dark Side Sourcebook, such as the Dark Side Devotee, Dark Side Marauder, Sith Acolyte, or Sith Warrior. Useful information on Dark Jedi and other archetypes can also be found in the DSSB (page 125). This article (.pdf file) updates the dark side prestige classes to the revised rules.
A few KOTOR-specific classes are available elsewhere on this Web site:
Classes of the Old Republic offers the Jedi Watchman and Dark Side Assassin.
Jedi Counseling 81 offers the Jedi Sentinel archetype.
Once you've selected your classes, it's time to think about character level. Since Opportunities uses some of the heaviest hitters in the Knights of the Old Republic era, starting at 1st level is not an option. Using player characters in the 10th- to 15th-level range is best. They have a good selection of skills, powers, and abilities, but they're not yet equal to the best of the Sith or the Jedi. You can create the PCs from scratch or use pre-generated statistics (see below).
If you'd rather play the characters from 1st level on up, use this adventure as a high point or culmination to a longer KOTOR-themed campaign.
Opportunities, Part 1: Crossing Paths
If you haven't already done so, read "Crossing Paths," part 1 of the Star Wars Miniatures scenario. There are several ways to get the PCs involved in this adventure.
- They could be Sith attempting to rise through the ranks, hoping to use the discovery of a new battle droid to improve their status.
- They could be Jedi trying to stop the Sith.
- They could be the crew of the Darkmoon, caught in the middle.
While the last option could be very entertaining, this article assumes that the PCs are either Sith or Jedi.
The Star Wars Miniatures scenario begins when the Jedi board the Darkmoon. But your roleplaying game adventure could start back when the Sith first hear rumors about the secret battle droid facility. You could also start with the Jedi struggling to discover what the Sith are plotting, which would be a good opportunity for the PCs to visit other KOTOR-era planets, such as Taris, Dantooine, or even Korriban. On the other hand, if you prefer to start in the middle of the action, consider running a space battle when the Jedi catch up to the Darkmoon.
Run the boarding action as the miniatures scenario indicates. When the ship lurches about, use Reflex saves and the RPG smoke rules (RCR page 289). See below for suggested RPG statistics for Jedi and Sith characters. There are no statistics for the Darkmoon crew because they're mercenaries who are interested in saving themselves and making money. They stay out of the fight and side with the victor, as long as they are paid.
Plan ahead and determine the consequences if the PCs lose the battle. If you want to give them another chance to complete their mission, let them pursue their opponents into part 2 of the adventure.
The PCs should receive the appropriate experience points for each encounter.
Opportunities, Part 2: Misinformed
If you haven't already done so, read "Misinformed," part 2 of the Star Wars Miniatures scenario. Of course, in the roleplaying game adventure, the results of part 1 might be quite different than intended in the minis scenario. For instance, both ships might remain in good working order, or both could be in even worse shape. In any case, the survivors from part 1 will make their way to the planet's surface in the Darkmoon, the Jedi craft, or even the escape pods if things went badly.
The pirate facility is well hidden in deep, barren canyons. It has a concealed landing bay that is undetectable from the air when its massive doors are closed. The PCs must land nearby and approach on foot. Unless the characters are especially careful or land far from the base, the pirates will probably detect the intruders -- and be ready for them. Luckily, the Darkmoon crew will help the PCs fight the pirates, as long as they get paid (or are given parts to repair their ship).
The pirates are a small band of thugs who got lucky on their latest raid and bagged a powerful battle droid. However, they're very well connected and want to cash in by selling the droid to either side of the war. They've already arranged for meetings with high-ranking Jedi and Sith, but even the pirates don't realize how high.
The pirates' droid is not actually HK-47, but it could be another HK, or it might be one of the first in a new line of tough battle droids.
This battle should unfold similarly to the miniatures scenario. Consider the following options.
- You might want to provide opportunities for the PCs to approach the base stealthily through the canyons. Of course, the pirates have posted a sentry or two nearby.
- The T3 droid should stick with the HK unit and attempt to repair it whenever possible.
- The pirates might try to capture Jedi PCs and hold them for ransom. However, they're less likely to grab PCs who obviously belong to the Sith -- no leaders will pay their ransom.
- See below for stats on the Medpac and Adrenal equipment.
Opportunities, Part 3: Destiny Awaits
If you haven't already done so, read "Destiny Awaits," part 3 of the Star Wars Miniatures scenario. If the PCs need to be rescued, an allied ship receives a distress call (either automated or initiated by the PCs) and arrives to collect them. At some point before leaving the planet, the PCs get the opportunity to search the pirate base. It's small, with only a few basic rooms and the concealed landing bay, but its storerooms are filled with stolen goods, ready to be searched for useful items.
Slicing into the computer system requires several checks (ranging from DC 15 to DC 20). Success reveals the names of the pirates' contacts in the Sith and Republic. The PCs also learn that the pirates have arranged a meet a contact on a sparsely populated Outer Rim world (select one of your liking).
Further investigation reveals that Darth Malak and/or Bastila Shan have taken a great deal of interest in the stolen droid and will be present at their separate meetings. Thus, the PCs have a chance to strike at Malak or Bastila. Time is short, however, so the characters must decide quickly how to proceed. There's no time to call for reinforcements, which are too far away in any case.
Once again, run the encounter much like the miniatures scenario. If you want to preserve the existing Knights of the Old Republic continuity, Malak or Bastila will need to defeat the PCs or at least escape from the battle. The companions they bring to the fight are fair game, however. Most likely, the PCs will have their hands full with these powerful characters, and the characters might need to retreat. Regardless, the adventure is more open ended than the miniatures scenario.
New Equipment
Medpac: Use the standard roleplaying game rules for medpacs.
Adrenal Alacrity: A stimshot that provides a +1 bonus to Dexterity for 10 rounds and increases movement by 5 meters. Adrenal stimshots affecting the same ability do not stack. Movement increases from multiple stimshots do not stack.
Adrenal Strength: A stimshot that provides a +1 bonus to Strength for 10 rounds and increases movement by 5 meters. Adrenal stimshots affecting the same ability do not stack. Movement increases from multiple stimshots do not stack.
New Character Statistics
Dark Side Enforcer: Female Human soldier 4/dark side marauder 3; Init +4 (Improved Initiative); Defense 16 (+6 class); Spd 10 m; VP/WP 64/16; Atk +9 melee (2d6+3/19–20, Sith sword) or +7 ranged (3d8, blaster pistol); SV Fort +10, Ref +4, Will +4; SZ M; FP 0; DSP 6; Rep +2; Str 15, Dex 11, Con 16, Int 10, Wis 10, Cha 10. Challenge Code D.
Equipment: Two Sith swords, blaster pistol, jumpsuit, datapad, credit chip.
Skills: Computer Use +3, Demolitions +4, Hide +4, Intimidate +4, Listen +2, Repair +3, Spot +3, Treat Injury +3.
Force Skills: Enhance Ability +8, Force Defense +5, Move Object +5.
Feats: Armor Proficiency (light), Power Attack, Exotic Weapon Proficiency (Sith sword), Heroic Surge, Improved Initiative, Martial Arts, Point Blank Shot, Rage, Two-Weapon Fighting, Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, primitive weapons, simple weapons, vibro weapons).
Force Feats: Alter, Control, Force Sensitive.
Sith Assault Droid: Walking battle droid soldier 6; Init +3 (Dex); Defense 17 (+5 class, +2 Dex); Spd 10 m; DR 5; VP/WP 52/14; Atk +9/+4 melee (1d6+3, claw) or +8/+2 ranged (3d8, blaster rifle) or +8/+2 (3d6, flamethrower); SV Fort +9, Ref +4, Will +1; SZ M; Rep +2; Str 16, Dex 15, Con 14, Int 8, Wis 8, Cha 6. Challenge Code D.
Equipment: Armor (medium, DR 5), two claw arms with built-in blaster rifle, flamethrower (see RCR, page 369), locked access, Shield Generator (DR 10; see Jedi Counseling 80.)
Skills: Balance +5, Intimidate +4, Jump +1, Listen +2, Spot +2.
Unspent Skill Points: 0.
Feats: Ambidexterity, Armor Proficiency (light, medium), Far Shot, Great Fortitude, Precise Shot, Point Blank Shot, Power Attack, Weapon Group Proficiency (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).
Pre-Generated Character Statistics
If you don't want to create new PCs, you can use the following pre-generated statistics:
Part 1 (Republic)
Jedi Consular: Low- or Mid-Level Jedi Consular, PotJ page 89.
Jedi Guardian: Low- or Mid-Level Jedi Guardian, PotJ page 91.
Jedi Sentinel: Champions of the Force online preview 7 (see link below).
Old Republic Commander: Mid-Level Military Officer, RCR page 350.
Old Republic Soldier: Mid-Level Thug, RCR page 355.
Part 1 (Sith)
Dark Jedi: Generic Dark Jedi, Jedi Counseling 8; DSSB page 126.
Dark Side Enforcer: See above.
Sith Assault Droid: See above.
Sith Trooper Commander: Champions of the Force online preview 4 (see link below).
Sith Trooper: Mid-Level Thug, RCR page 355.
Part 2 (Republic and Darkmoon Crew)
Jedi Guardian: Low- or Mid-Level Jedi Guardian, PotJ page 91.
Old Republic Commander: Mid-Level Military Officer, RCR page 350.
Old Republic Soldier: Mid-Level Thug, RCR page 355.
Chagrian Mercenary Commander: Mid-Level Military Officer, RCR page 350.
Shistavanen Pilot: Low-Level Starfighter Pilot, RCR page 353.
Gotal Fringer: Mid-Level Thug, RCR page 355.
Devaronian Soldier: Low-Level Thug, RCR page 355.
Nautolan Soldier: Mid-Level Thug, RCR page 355.
Part 2 (Sith and Darkmoon Crew)
Dark Side Enforcer: See above.
Sith Trooper Commander: Champions of the Force online preview 4 (see link below).
Sith Trooper: Mid-Level Thug, RCR page 355.
Chagrian Mercenary Commander: Mid-Level Military Officer, RCR page 350.
Shistavanen Pilot: Low-Level Starfighter Pilot, RCR page 353.
Gotal Fringer: Mid-Level Thug, RCR page 355.
Twi'lek Scoundrel: Low-Level Smuggler, RCR page 352.
Duros Mercenary: Mid-Level Thug, RCR page 355.
Part 2 (Pirate NPCs)
HK-47: HK-47 (see link below).
Quarren Assassin: Low-Level Assassin, RCR page 340.
Zabrak Fringer: Low-Level Thug, RCR page 355.
Human Mercenary: Low-Level Mercenary, RCR page 349.
Mon Calamari Mercenary: Mid-Level Thug, RCR page 355.
Gamorrean Guard: Mid-Level Thug, RCR page 355.
T3-R5 (R5 Astromech Droid): R5 Series, Arms & Equipment Guide, page 49; or R2 Series, RCR page 371.
Arcona Smuggler: Low-Level Thug, RCR page 355.
Part 3 (Republic PCs)
Jedi Guardian: Low- or Mid-Level Jedi Guardian, PotJ page 91.
Jedi Consular: Low- or Mid-Level Jedi Consular, PotJ page 89.
Old Republic Commander: Mid-Level Military Officer, RCR page 350.
Old Republic Soldier: Mid-Level Thug, RCR page 355.
Shistavanen Pilot: Low-Level Starfighter Pilot, RCR page 353.
Twi'lek Bodyguard: Mid-Level Spy, RCR page 353.
Part 3 (Sith PCs)
Dark Side Enforcer: See above.
Sith Assault Droid: See above.
Sith Trooper Commander: Champions of the Force online preview 4 (link below).
Sith Trooper: Mid-Level Thug, RCR page 355.
Part 3 (Sith NPCs)
Darth Malak: Darth Malak (see link below).
Dark Jedi Master: High-Level Dark Jedi Guardian, RCR page 344.
Dark Jedi: Generic Dark Jedi, Jedi Counseling 8; DSSB page 126.
Part 3 (Republic NPCs)
Bastila Shan: Bastila Shan (see link below).
Jedi Sentinel: Champions of the Force online preview 7 (see link below).
Old Republic Commander: Mid-Level Military Officer, RCR page 350.
Old Republic Soldier: Mid-Level Thug, RCR page 355.
Online Character Statistics
You can find statistics for the following characters in previously posted articles:
Bastila Shan
Darth Malak ( Champions of the Force version)
Darth Malak (original article)
HK-47 ( Champions of the Force version)
HK-47 (original article)
Jedi Sentinel
Sith Trooper Commander
Dark Side Random Villain Generator
About the Author
Sterling Hershey has been a full-time architect and freelance game designer for over 10 years. He authored and contributed to many of West End Games' Star Wars: The Roleplaying Game products and later contributed to Star Wars Gamer Magazine. These days, he writes regular Star Wars Miniatures scenarios for the Wizards of the Coast website, and he also wrote the Scenario Book for the recently released Attack on Endor Scenario Pack. Gaming in a galaxy far, far away is the focus of his starwars.com blog, Delusions of Grandeur. Sterling lives in the Midwest with his wife, Mary.
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