Have you changed the canon or homebrewed your own worlds or species for your game, or anything like that?
Organiizations, cities, ships and equipment would be fun to hear about too!
Have you changed the canon or homebrewed your own worlds or species for your game, or anything like that?
Organiizations, cities, ships and equipment would be fun to hear about too!
I am working on a special mod for my players who are running as Intergalactic hitmen. I don't have all the books yet so I don't know if something similar already exists but here it is:
Assassin's Arsenal:
Ship Modification:
Follows the rules for Cloaked Smuggling Compartment from Fly Casual. Uses both available mods to make the storage for Weapons and Equipment only. Gives one member of the party "Right tool for the Job" talent each time the party leaves the ship. May be a separate party member each time.
Talent: Right tool for the Job
When leaving the Arsenal player character can declare an encumbrance value that he/she is reserving for later use. The player counts as carrying that value for encumbrance purposes. Once during the session the player can use a destiny point to declare he/she is carrying an item from the arsenal in their "reserve encumbrance" portion of their inventory to reflect the assassin always having the right tool for the job on hand. The item declared must have an encumbrance equal to or less than the value reserved in inventory when the players left the arsenal. During searches or customs checks the DM can use a destiny point to force the player to declare what the item is for narrative purposes.
All items in the arsenal need to be purchased and maintained separately and actively placed in the arsenal prior to the declaration of encumbrance (ie. player 2 can't go off from the group, buy a missle tube, and return to the ship so player 1 can retrieve it).
In the event the reserve item is seized by Customs or destroyed by some means the player MUST declare an item from the arsenal to be lost (incentive to keep it stocked with un-modded generic weapons as well)
I am actually working on writing a Age of Rebellion campaign about the Rebel Base that was on Dantooine (before they moved to Yavin).
It is technically altered canon, though Canon hasn't really touched it other than to say there were remains of an old Rebel Base there in Episode IV.
I haven't done much in the way of worlds, but here's Baxxu. It's not complete - I haven't finished its history or describes its inhabitants yet, but you can get an idea of what I'm doing in creating worlds.
The only thing I did to canon was putting an extra year here and there in the timeline. So, not to rush through the Rebellion Era and to prevent players from fixing major events.
The only thing I did to canon was putting an extra year here and there in the timeline. So, not to rush through the Rebellion Era and to prevent players from fixing major events.
This is an important point! We had the same discussion, that, because DS 1 is already blown up, the empire will end soon. With a view more exra years, their is much more place for campaigns and stuff!
I also invented some technical stuff. One was a rare element, like the "Rare Earth Elements" here on earth. it should be the reason for a gold rush in a sector, which i would have to create my self if i would not find a fitting one (should be away from the big hyperroutes to make it more goldrushlike and lowtech-f***ed up. Of course KOMENOR, smugglers and the rebellion would be intrested in that stuff. Does anyone knows if such an element exists already? Like the spice in Dune perhaps?
And probably i would have invented a deep-space planet without sun or other planets, and my players would have to find it.
The only thing I did to canon was putting an extra year here and there in the timeline. So, not to rush through the Rebellion Era and to prevent players from fixing major events.
And probably i would have invented a deep-space planet without sun or other planets, and my players would have to find it.
Do this^^ It has been theorized that dark planets (planets without a star) exist but are to detect since there is little light to see it. An adventure involving a dark planet would be interesting.
Esfandia is an EU planet that is without a star. It has an atmosphere due to the internal radiation.
I've got adventure notes for a rogue planet containing a shadowport, named Wounded Titan. The port only consists of a collection of landing fields and habitation domes dotted with floodlights, since its atmosphere has basically condensed on the landscape as a layer of snow and lakes of oxygen. The drifts through a sparse sector in the Expansion Region and its exact current location (and more importantly the hyperspace route to get there) is only traded among trusted black market contacts & smugglers.
I ran an Age of Rebellion adventure on an old near-human colony world where Imperial occupation was present but light due to the 'Chromium Automata' present in major cities. Picture an arid Naboo with the streets lined with 30-foot tall droids armed with laser lances; they would activate and attack anyone firing guns in the city. This meant that Imperial troops only wielded stun batons at checkpoints and things got a little hairy when the Rebels blasted their way into an abandoned Rebel cell warehouse holding 4 X-wings.
Otherwise I tend to just pull locations from the Wookiepedia that I find interesting, or simply come up with a random name & environment/societal feature if the world will only be a minor set piece. It's been a while since I've felt the need to create a custom species, I'd probably just employ the same process as I do with planets (borrow from EU or just slap on a name and basic description).
My advise is to make the location have a fantastical 'space fantasy' element to it. Overall there should be a mix of sci-fi and fantasy to it. The science and history of the world can be present, but gloss over it in the presentation.
The only thing I did to canon was putting an extra year here and there in the timeline. So, not to rush through the Rebellion Era and to prevent players from fixing major events.
And probably i would have invented a deep-space planet without sun or other planets, and my players would have to find it.
Do this^^ It has been theorized that dark planets (planets without a star) exist but are to detect since there is little light to see it. An adventure involving a dark planet would be interesting.
More than theories: http://en.wikipedia.org/wiki/PSO_J318.5-22 and a bunch of others: http://en.wikipedia.org/wiki/Rogue_planet
As always there is this rule in astronomy: Our galaxy is so huge, no matter how low a chance for something is to happen, somewhere u can find it!
The longest running AU Timeline any of my groups has done is an AU of the end of Revenge of the Sith. Palpatine dies before he can activate Order 66. The debate on whether or not to prosecute Mace Windu becomes the key issue of the ensuing chancollor election with Bail Organa supporting not prosecuting him while Tarkin favors prosecuting him. Organa wins but Tarkin declares the elections a fraud due to Jedi manipulation and forms a Republic in exile movement. Meanwhile the CIS has been rebuilding and reorganizing. Whats follows is an, as of the last campaign we did in that timeline,16 year series of hot and cold conflicts among the three factions with various neutral factions around as well.
Some of the changes in allegiance lead to some interesting team ups.Dac is part of the Republic in Exile for example with Ackbar commanding Tarkin's personal fleet and Ackbar is the most likely successor to run the Republic in Exile if Tarkin dies. And you've got things like B-Wings and TIEs flying side by side off MC80s while X-Wing's and the A-Series Interceptors fly off the Star Destroyers.(Military Hardware design is somewhat accelerated compared to Legends due to the ongoing conflicts.)
Plus there's an ongoing guerrilla war on Naboo between the Pro-Republic government and a Pro-Republic in Exile faction. And Han, Dash Rendar, and Lando are all rival privateer fleet commanders (Han is Republic, Dash is Republic in Exile, and Lando is CIS)
My region is around Rakata Prime as there is not much around this planet and I have 27 planets that I labelled from another gaming system and have created several races for this region. The region if Glaive Heim sector and is still work in progress as I want it to be a region I use for several campaigns and is very active with a Rebel Base dedicated to Technology and Starfighter as my first campaign in a while will be based of the X-wing series of Books as the characters are special ops as starfighter pilots.
I am planning a crime syndicate in the region ran by a Gank but actually run by a Hutt who is building back up to compete with Jabba the Hutt, the Empire is in control of the other side of the region and ran by a Grand Moff that likes to experiment with technology as I will have Stormtroopers and flying Stormtroopers as well. There is a planet that they are creating new items every day. I do have a space station controlled by a new race that is nuetral at this time as I do plan on having a lot of interactions on the space station. I am still working on the region, so things could change as new inspire comes to light.
As species I'm using a similar version of Shards that are bio-metal based species, also Draconian and half-draconian type species and a specie with a natura Force Sensitive Rating and a big spiritual connection.
About story itself we are gaming on the "Abeloth Saga" and also playing with the Celestials and all the linked species. Also we added a few Mass Effect races like assari, and "Mordin" specie.
I just had my players encounter what amounted to organic nanomachines. Basically they're little tiny organisms that live in deep space, and can occasionally cluster together around particulates of matter and form bigger creature/structures. However, they can easily be blasted apart by a tiny disturbance. Even a ship passing through hyperspace 'near' them can disperse them.
My players ended up in the deeeeeeepst dark bit of space; no hyperlanes anywhere near, no planets, no stars. The only thing of note was that this particular patch of deep space had been used once before by a drug deal gone south, and a rookie smuggler had dumped a substantial load of spice out the airlock...without sealing the crates.
So basically these microorganisms formed a huge colony around the bits of wrecked ship, busted crate and huge cloud of hard spice. Ended up forming a little colony of insectoid things that took over a Carrak cruiser.
I just had my players encounter what amounted to organic nanomachines. Basically they're little tiny organisms that live in deep space, and can occasionally cluster together around particulates of matter and form bigger creature/structures. However, they can easily be blasted apart by a tiny disturbance. Even a ship passing through hyperspace 'near' them can disperse them.
My players ended up in the deeeeeeepst dark bit of space; no hyperlanes anywhere near, no planets, no stars. The only thing of note was that this particular patch of deep space had been used once before by a drug deal gone south, and a rookie smuggler had dumped a substantial load of spice out the airlock...without sealing the crates.
So basically these microorganisms formed a huge colony around the bits of wrecked ship, busted crate and huge cloud of hard spice. Ended up forming a little colony of insectoid things that took over a Carrak cruiser.
*gasps!! The Borg!!!