Friday, June 25, 2021

Trekar
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Trekar is the informal name of a small outpost and village located far from Capital City, on the planet of Veridian. Many years ago the human known as "Jed" left his homeworld and settled on Veridian. At the time Capital City was predominantly a trading post, but Jed saw a need for support for the many offworld cargo and supply vessels visiting the planet.

He found a small settlement that suited his needs and established a cantina and docking bay with repair facilities. The docking bay was large enough to service anything up to the size of a Gozanti transport, but usually hosted smaller vessels. The settlement's original name was forgotten to history and came to be known as Trekar.

Aside from Jed's establishment, there are also several small shops and trading stalls as well as a lodging house for ships crews to relax while their vessels are being repaired.

Notable Locations
• Jed's Cantina
• Landing Platform
• Keystone Parts
• Trekar Hotel
• Medical Facility
• Rand's Bistro

Thursday, June 17, 2021

Veridian Re-Settlement Camp 31
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Veridian re-settlement camp 31, aka "Shantytown", is a small settlement built on the planet Veridian during the reign of the Galactic Empire. The town is inhabited by farmers and generally for people who were just in the way who had been dispossessed of by the Empire, and were left living in poverty.

People that the Empire wanted out of the way or people who lived in areas of Capital City where the Empire was rebuilding Imperial structures and complexes.

Shantytown consists of a loose collection of buildings constructed on the plains of the planet Veridian. A number of moisture vaporators have been placed throughout the settlement and a central clear area acts as a town square.

Shantytown is home to impoverished farmers of many species whose homes, from other regions, were taken by the Galactic Empire when it needed the land they were built on. Any who attempted to fight back were arrested for treason, and the rest left with nothing but trying to stay alive in this settlement. The residents named their settlement Shantytown in an attempt to give the settlement meaning, if they were going to be forced to live here the least they could do is try to make the best of things.

Life is hard for the residents of Shantytown, food is hard to come by, those who still have jobs earn a meager living. None of the people living here are doing so by choice, the inhabitants of this town were forcibly relocated to this location. Any farmer whose land was taken was simply left with nothing, brought here and forgotten. Anyone who tried to fight back against the troopers was arrested or even killed.

Veridian re-settlement camp 31, commonly referred to as Shantytown, is a small settlement set up by the Empire to relocate those who were in need of exile from where ever they currently lived. The bulk of the residents are farmers whose land was taken by the Empire for strip-mining to feed the shipyards of Veridian. Left with few credits, many of these farmers ended up in this re-settlement camp having no other choice.

Little more than a cluster of shacks and makeshift dwellings, Shantytown is nonetheless home to a collection of beings without the resources to improve their station. These people would normally have just been "disposed of", luckily, not all in the higher Imperial ranks are comfortable with the wholesale slaughter of citizens. Shantytown was also left out of all Imperial-advertising, with the exception of the HoloNet. Outside sources secretly step in and help the people of this settlement with food, medical supplies and assist in improving structures in need of repairs but this is all done quietly and off the record. Once the majority of the people in need of relocation were sent to Shantytown, things settled down somewhat. The Devaronian crime lord Grevi D'Von has been seen in the settlement from time to time in the past, people assume he is using it as a base of sorts when he is on Veridian. Life is hard for these people, most are without a way to earn income, some are even borderline starving.

The main thing that keeps this settlement going is the outside aid that occassionally comes. A few that were able to keep what little money they had at the time of their relocation have opened shops or small businesses, most barely earn enough to keep the doors open.

Notable Locations
• Farmers Market
• Shantytown Eatery
• Salvage Shop

Sunday, June 6, 2021

Veridian Expanse
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

At the far edge of the Outer Rim, clinging to the border of the perilous Unknown Regions, lies the planet of Veridian, a lonely outpost in an endless void. Beyond its skies stretches the Veridian Expanse, a vast and chaotic region of space that serves as a natural, nearly impassable barrier separating the known galaxy from the uncharted mysteries beyond.

This Expanse is an astronomical nightmare, filled with a complex tapestry of ionized gases, planet-sized "carbonbergs", and temporal distortions that render standard hyperdrives and sophisticated navicomputers utterly useless. Navigating this region is a harrowing ordeal for even the most skilled pilots, who must contend with the turbulent, ever-shifting gravitic anomalies and the nearly invisible, ship-shredding Void-Motes that swarm the void without warning.

Local lore suggests these phenomena are not random occurrences but cosmic scars left behind by a primordial cataclysm, a testament to a forgotten era that has sealed off the galaxy's edge. Among the legends whispered by the spacers and scavengers is the tale of the Stellar Graveyard, a dense and gravitationally unstable debris field surrounding a forgotten planet.

It is rumored to be the remnants of systems shattered by a long-lost weapon of unimaginable power. Further within the Expanse lies the legendary Mists of Oblivion "according to legend", a region of swirling, non-baryonic matter and temporal distortions where any ship that enters simply vanishes from existence.

Adding to the Expanse's bizarre nature are the rumors of the Lost Worlds, planets that, according to old star charts and fringe theories, once existed within the Expanse but mysteriously disappeared. Some tales speak of entire planetary systems that were simply erased from the sky, leaving behind only the Gravitic Tides as their cosmic echo.

One particularly persistent folk tale is that of Rannoch, a temperate world said to have been a refuge for refugees during the Great Sith War. According to the legend, Rannoch and its moon, a supposed staging ground for the final showdown, blinked out of existence during one of the pivotal battles. It is rumored that any ship that ventures too close to its supposed former location is haunted by the fleeting, spectral glow of ancient war machines and the ghostly cries of its long-lost inhabitants, an eerie warning for those who seek to unravel the Expanse's secrets.

Another legend told by grizzled spacers speaks of the Veridian Phantom, a vessel that appears and disappears from the Expanse's border at random. It is said to be a ship from a long-lost civilization, its crew trapped in a hyperspace loop. Those who claim to have seen it report that it is completely silent and that the lights on its hull flicker in a sequence resembling an unknown code. Some believe it is a warning from beyond, while others are convinced it leads to a secret, stable passage.

Drifting among the chaos are the Spires . . . colossal, crystalline structures of unknown origin that drift aimlessly, their automated defenses protecting secrets of a forgotten, hyper-advanced race. Some on Veridian claim these Spires are not just monuments but are, in fact, living entities themselves. The most sought-after legend among all who dare approach the Expanse is the Maelstrom's Eye, a calm, stable eye at the center of the chaotic maelstrom that reputedly holds a stable, reliable hyperroute into the uncharted void. Legends speak of the Crimson Corsair, a legendary pilot from centuries past who allegedly navigated the Eye and returned from the Unknown Regions, albeit with a maddened mind and a ship of strange, unknown origin. He purportedly vanished into the Expanse on foot after burying a treasure map on Veridian, leaving behind a tantalizing legend for generations of spacers and treasure hunters.

Many who dwell on Veridian tell tales of a faint, ethereal sound that emanates from the Expanse on windless nights. Some describe it as a beautiful, melodic song, others as a mournful, sorrowful wail. Those who listen too closely are said to become entranced and vanish, drawn irrevocably into the Expanse's heart. Some on Veridian's frontier believe it is the call of a Force-sensitive being, while others whisper that it is a siren song meant to lure foolish pilots to their doom.

Whispered only in hushed tones, are claims that the Expanse is not a natural phenomenon at all, but rather the result of a dark side ritual performed a milinea ago. The region's instability is believed to be a lingering echo of this forgotten, powerful event. Some claim the Expanse conceals a lost Sith temple or artifact, and the immense dark side energy is what makes travel so difficult. This theory is discounted by most, but fear of the dark side is enough to keep many away.

Notable Locations
Veridian Prime

Saturday, June 5, 2021

Archives
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

Friday, June 4, 2021

Star Wars Resurgence Campaign
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

The Outer Rim is a vast and unforgiving expanse, a lawless frontier where the strong prey upon the weak. For centuries, Veridian Prime stood as a defiant beacon of civilization, a single, technologically advanced metropolis on the otherwise undeveloped planet of Veridian Prime in the galaxy's furthest reaches of the Outer Rim.

Its government was sophisticated, its industries were prosperous, and its people lived in relative peace. But in the final, brutal years of the Clone Wars, a new threat emerged. Raiders and pirates, a loose coalition of scavengers and marauders known as the Crimson Scourge, began to prey upon the city's logistics, ambushing freighters and terrorizing the smaller, outlying settlements.

In a desperate plea for help, the government of Capital City reached out to the Galactic Republic since it had no real means of defense. Yet, their calls went unanswered. The Republic was embroiled in a galaxy-spanning conflict, and a single, isolated world in the Outer Rim was a low priority. Their pleas were lost in bureaucracy, their needs were ignored, and for the people of Veridian Prime, it was a profound and unforgivable betrayal. The Republic, they believed, had abandoned them to a slow and agonizing death at the hands of the raiders.

But now, a new power has risen from the ashes of the old. The First Galactic Empire, with its promise of order and its reputation for swift, decisive action, has heard their plight. An Arquitens-class Command Cruiser and its accompanying fleet have arrived not as a conquering force, but as saviors. A charismatic Imperial Commandant has made a public address, promising to bring security where the Republic failed. The Empire's forces are already in action, ruthlessly hunting down the Crimson Scourge, and for the first time in years, the citizens of Capital City feel hope. The marauder threat is being eliminated, trade is being secured, and a new era of stability seems to be at hand.

Since arriving on Veridian Prime, the Empire has acted with ruthless efficiency to fulfill its promise of security. Imperial forces, led by Commandant Valen Kael, wasted no time in hunting down and decimating the pirate groups of the Crimson Scourge, restoring a sense of peace to the city and its smaller settlements. They have established a permanent military presence, converting a massive government building in Capital City into a central Imperial Garrison and constructing several smaller, fortified outposts across the planet to patrol the surrounding territories.

All civilian starports and trade routes are now under the direct control of the Imperial Navy, ensuring that no marauder can ambush cargo freighters or escape with stolen goods. To maintain this new order, the Empire has imposed strict laws, including a planetary curfew, and has placed stormtrooper patrols and checkpoints on all major thoroughfares. While the streets of Capital City are safer than they have been in years, the local population is slowly realizing that their newfound security has come at the cost of their freedom, as the Empire's grip tightens on every aspect of their lives.

Our story begins in this moment of fragile peace. The Empire has answered the call for aid on Veridian Prime, and the citizens have welcomed their new protectors. But the Imperial promise of order comes at a steep price, and as the citizens, begin to explore the city's newly "secure" streets, they will discover that the true danger to their freedom has not been eliminated—it has just arrived.

Tuesday, June 1, 2021

House Rules
The Clone Wars & Clone Protocol 66
The current year for our homebrewed Clone Wars era campaign is set during 19 BBY.
Inspired By George Lucas

1) Wild Die: In D6 Star Wars, the wild die is a single, differently colored die in your dice pool that adds a cinematic risk-and-reward element to skill checks. If you roll a 6, you add it to the total and get to roll that die again, potentially getting a very high score. If you roll a 1, you discard the die and your highest regular die, and you may also face a critical complication, especially if the wild die rolls another 1.

2) Calrissian Rule: In a given situation a party member can say "I know a guy" that would help or be relevant to the situation at hand, then describes how they know the guy and why they could help, effectively making an npc themselves on the spot. This homebrewed rule may be used only once per adventure.

3) Dodge: Apparently, 1st edition has a vanilla rule and a reup rule for dodge so the way we will do it is, you can declare dodge at any time since it's a reaction/defensive skill. If another can action has been done when you declare dodge (which has to be done before the enemy shoots at you) you get the appropriate -1 penalties. If no other action has been declared prior to doing a dodge roll then no penalty is added for multiple actions. We also do not add the dodge roll to the target difficulty number because we feel that just would just make the opposing "to hit" roll way too high so the player has to decide which roll would give him a better chance of succeeding and roll "that" roll. Maybe I did not make this overly confusing.

4) Initiative: Initiative is determined by having the highest Perception character on each side roll their Perception attribute to see who goes first. The winning side's highest Perception character then decides if their side acts first or last for the round. Once sides are determined, characters within each side act in order of their Perception scores, from highest to lowest, to resolve their actions