Homebrew Reference Book: New Republic Campaign Guide
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The New Republic Era is a time of changes. There are new opportunities, a new government, and a chance at a new life. The New Republic Senate reasserts its authority. Explorers push at the boundaries of the galaxy, looking for new places to settle, and new beings to encounter. Smugglers and criminals thrive in this environment, existing in the large vacuum left behind by the defeated Galactic Empire. Warlords and displaced Moffs carve out territory for themselves.
Heroes created during this era will have ties based largely on their origin. Many born in The New Republic will have some connection with the galaxy at large. The good thing about this era is a person can be born in The New Republic and be openly antagonistic toward it, enjoying freedom of speech and movement. Those born in other regions, or in The Outer Rim will be more limited. In The Imperial Remnant, non-Humans will be far more limited in choices compared to New Republicans. It will take many years before the Empire becomes enlightened and loosens its hold on their non-Human citizens. Hutt Space is largely unchanged, evolving only as necessary to maintain its boundaries. A new faction on the rise during this period is The Hapes Consortium. An hereditary monarchy, this region is unique for being matriarchal in nature. Males in this society are secondary, used mostly for mating and lesser roles.
Another byproduct of the defeat of the Empire is the resurgence of Force-users throughout the galaxy. No longer required to hide, Jedi and other Force Traditions operate openly and spread their teachings once again. Luke Skywalker reestablishes The Jedi Order on Yavin 4, with the opening of the Jedi Praxeum in the old Massassi temples there. The Dark Side no longer clouds everything.
Heroes of the New Republic[]
Heroes rise to the occasion, showing what they're made of. Though galaxy-wide war is over, there is still conflict in many places, from the border skirmish to small-scale civil actions. Pirates raid trading fleets and the occasional ripe world. Warlords conquer their local region of space. The Dark Side of The Force lurks in the shadows, ready to corrupt the weak.
There are several themes involved in The New Republic Era. Heroes created in this period may have these thoughts in mind when players put them together.
Warlords and Pirates[]
With the decline of the Empire and the reemergence of The New Republic, pirates ply their trade in the power vacuum as police authority transfers from Imperial forces to local and Republic police units. The Sector Rangers come back into their own, bringing justice to places that hasn't seen justice in a long time. In some places, pirates are hard-pressed where new law enforcement has arrived, and thrive where Imperial enforcement disappeared.
Warlords expand their holdings during The New Republic Era. That the fear of the Empire has diminished, petty dictators and former Imperials establish their own empires, serving themselves and spreading tyranny in their sectors of space. Individual worlds formerly allied with the Empire sometimes find themselves without defenses, or possibly turned upon by their former protectors. In remote regions far from Republic aid, planets fall and become enslaved by rogue despots.
A hero could be from one of these beleaguered worlds, as a Sector Ranger or militia member. He could be a senator petitioning the New Republic for aid. The hero could be a smuggler, shipping weapons to a local planet to help insurgents fight pirates. He could be from the warlord's forces, sick of oppressing the weak and hurting the poor.
Exploration[]
Exploration is an ongoing trade in the galaxy. During The New Republic Era, exploration is done to expand the boundaries of the Republic, finding new resources and people to encounter. Scouts may find a job with any group or government interested in finding new worlds or trade routes.
Maintaining efficient trade routes is an important task for the Republic, for millions of worlds depend on products and services from around the galaxy. Shipping raw materials and finished goods is critical to make profit as a business. The Imperial Remnant uses scouts to find new worlds to colonize and expand their holdings. While in their weakened state, they are not in a position to retake the Republic. Scouts also work for private companies and individuals, who require a new place to live, conquer, or do business.
Heroes who explore will primarily be Scouts, but they need support and assistance from many other characters: Soldiers for defense, Nobles for diplomacy, Scoundrels for stealth, and Force-users to understand unusual phenomena. They can work for anyone, from a single person to an entire government.
Politics of the New Republic[]
The New Republic has many difficulties during this era. The first is to undo the policies of the Empire and restore trust in the central government once again. Second, they must win the respect of worlds who willingly allied with the Empire during The Dark Times and the Galactic Civil War. Third, the Republic must set forth new policies which will prevent atrocities like the ascension of Palpatine to not happen again. And they must do this while trying to become stable and capable of defending itself from outside threats.
Nobles, Scoundrels, Crime Lords, and Officers will all have a say in how these things come to pass. And each group will want to ensure their security and favorable position in the New Republic Senate. The Senate is restored, and all are invited to take part in the rebuilding of The New Republic. There are budgets and special needs for each world involved in the process. Defensive security must be maintained against The Imperial Remnant, pirates and warlords who wish to strike at the Republic's weak defenses.
The politicians of the galaxy will likely be Nobles first, with those specialized in diplomacy, criminal activity, or underhanded dealings. All are viable tools in a galaxy-wide state. But politicians need bodyguards, advisors and assistants who can "Handle" things for them, without getting the politician's hands dirty.
Rebirth of the Jedi Order[]
When Anakin Skywalker fulfilled his Prophecy by destroying Emperor Palpatine, his son Luke had a large task before him: Rebuilding The Jedi Order. Luke was the last Jedi, and at the moment the only other he knew of was his sister, Leia.
At first, he did not take immediate steps to restore the Order. He did not feel ready, and he was not a Jedi Master like Yoda or Obi-Wan Kenobi. He resigned his commission as a General of The New Republic and spent some time studying and learning what he could on his own. The Thrawn incident side-tracked him, with the efforts of Joruus C'baoth and Mara Jade to hinder his progress. His encounter with the reborn Palpatine galvanized Luke, making him realize that his learning was far from complete, but the need to restore the Jedi was more important than ever. If The Sith can be reborn as well, what could be happening at the moment?
He established The Jedi at the Massassi temples on Yavin 4. A well-known but out of the way place, he could find new students and teach them in the ways of The Force. And so he did.
Heroes associated with The Jedi can be young Force-users themselves, under Luke's tutelage. They can be Jedi who were believed lost after the Clone Wars, and found Luke (Or were found by Luke). They can be any of the support personnel at the temple, repairing broken equipment, serving meals, or flying supplies in from outside.
New Republic Heroes[]
Main Article: New Republic Heroes
Each of the Heroic Classes from the Saga Edition Core Rulebook is presented here as it relates to The New Republic Era. Each Heroic Class has new Talents, some added to existing Talent Trees and others forming entirely new trees. These Talents can be used in other Eras of Play, subject to the Gamemaster's approval.
New Feats[]
See also: Feats
The new Feats presented below are available in any Era of Play.
FEAT | PREREQUISITES | DESCRIPTION |
---|---|---|
Confident | Trained in Deception or Persuasion | Reroll Deception check to Cheat or Persuasion check to Intimidate. |
Deceitful | Trained in Deception | You gain a +2 bonus to Deception checks. |
Insightful Diplomat | None | Roll d8s instead of d6s when you spend a Force Point on Deception and Persuasion checks. |
Jack of All Trades | Intelligence 13 | You gain a +2 competence bonus to all Untrained skill checks. |
Learned | Intelligence 13 | All Knowledge skills are considered Trained Skills for you. |
Oathbound | Belong to an Organization | You gain bonuses related to your Organization. |
Perseverance | None | You gain a +2 to Will Defense during negotiations. |
Quick Read | None | Make a Perception check to gain a +3 bonus on a Persuasion check. |
Unassuming Presence | None | If Unarmed, gain a +2 to Deception and Persuasion checks. |
New Species Feats[]
These are Feats which can be used with the Species listed here. No Species Feats are considered Bonus Feats for any Heroic Class.
Regional Feats[]
Regional Feats are Feats given to characters based on the location where the character grew up. People who are born and raised in different parts of the galaxy have different upbringings and attitudes from people in other regions. One who was born and raised in The Core region will come from an older background and probably be richer than someone from The Outer Rim. A character must have spent all of his childhood to young adult in the region in order to receive this benefit. It is recommended that these Feats only be granted at 1st level.
FEAT | PREREQUISITES | DESCRIPTION |
---|---|---|
Deep Core | None | Roll d8s instead of d6s when you spend a Force Point on Use Computer checks to Astrogate. |
Core Worlds | None | You gain a reroll to all Charisma-based skills. |
Colonies | None | Make a Knowledge (Bureaucracy) check to find discounted goods. |
Inner Rim | None | You gain a reroll to all Use Computer checks to Astrogate. |
Expansion Region | None | You gain a +2 bonus to Reflex Defense. |
Mid Rim | None | You gain a reroll to skill checks with a chosen Trained Skill. |
Outer Rim | None | You gain Survival and Ride as Trained Skills. |
Unknown Regions | None | You may reroll Persuasion checks to Intimidate. |
Galactic Senator[]
Main Article: Galactic Senator
The Senator is the symbol of democracy that the Republic and New Republic stands for. Each Galactic Senator represents their world or a number of worlds to help gain their best interests in galactic politics. From the early days of the Republic over 25,000 years ago to The New Republic, the Galactic Senator has bargained, lied, threatened or negotiated policy to perpetuate the Republic.
Senators come from all walks of life. Depending on the worlds they represent, senators may be Soldiers, Nobles, Scoundrels, or even former Jedi. Whatever their origin, they all have one thing in common: they have the ability to negotiate. Some learn their skills as a natural talent. Some are rigorously trained. The result is roughly the same- Galactic Senators use their voice and their personalities, much like soldiers use weapons or Jedi use lightsabers.
The fate of the galaxy may rest on the word of one senator. Galactic Representatives may also be represented here with the Galactic Senator Prestige Class.
Ultra-Powerful Sith Lords in Saga Edition[]
Main Article: Ultra-Powerful Sith Lords in Saga Edition
Amazingly dark and devastating powers are the purview of some of the greatest Sith Lords of The Old Republic Era. They cheat death repeatedly. They devastate and consume entire worlds with a thought. They bend and twist The Force to their needs and desires as The Dark Side warps them into tools of its own. Average beings stand no chance of stopping these ultra-powerful monsters of The Dark Side. Only the greatest heroes may ultimately defeat them.
In the Star Wars Roleplaying Game Saga Edition, using such powerful characters presents many challenges to the Gamemaster and game system itself. This is especially true when balancing story issues with game mechanics. As a GM, how do you handle characters with powers that are far beyond those that the heroes possess?
In the Knights of the Old Republic Campaign Guide, the approach taken to adjudicating these powers uses a combination of story devices, Destiny Points, and existing Talents, Feats, and Force Powers. In this article, we discuss this method. We also provide alternative ideas for GM who wish to apply similar abilities to their own villains by creating specialized mechanics.