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by Halfbat |
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- General - Ability Scores - Species - Classes - PrCs/PC Archetypes - Factions - Class/PrC/PCA Summary - House PrCs - Skills - Jump/Balance & Tumble - Starting Skills - Feats - DSP - Equipment - Weapons - Starships - Other Equipment -
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Where guidelines have been updated to Saga edition, they are followed by the word (Saga) in brackets. Those rules that apply to any edition have (any) after them.
The Medj'K'ai Nebula campaign is meant to be one erring on the tougher side. The adventures are almost always multi-skilled and must be addressed using a range of skills, not just. Heroes doing nothing but charging in with their lightsabers or blasters all the time will find themselves in trouble very quickly.
It is also a light side campaign: it assumes that the PCs are Light Side characters, if you will, the "Good Guys". Even the most hardened Rodian Scout intent on becoming a Bounty Hunter has, at their core, a heart of gold - they could be called a "rough diamond" at worst.
PCs cannot be Dark Side devotees. Any Hero who becomes lost to the Dark Side will be taken over by the GM - with all the knowledge that he/she/it formally possessed. Be warned!
Depending on the way the campaign develops, Heroes (PCs) may be asked to retire on reaching a high level, perhaps only used in special situations or as sponsors for further adventures.
Some of the limitations are similar to Living Force campaign guidelines. Whilst the LF guidelines are useful for reference, the restrictions below are those which should be adhered to. In general, the classes accepted are those from the Hero's Guide and the Power of the Jedi (PotJ) sourcebook.
Player characters should use the "Planned Generation" approach, using 29 (sometimes 31) ability points to increase their ability scores. Most heroic-class NPCs, except the very toughest, are generated using the standard 25 ability points, whereas non-heroic NPCs are generated using between 14 and 20 ability points. After purchase, ability scores are modified by the PCs species modifiers.
If dice are wanted, then do so: players should roll 4d6, taking the best 3 results, and record (for example, 4d6 result of 3,5,2,6 gives 6+5+3 = 14). Do this six times and finally allocate the results to the abilities as required.
Alternatively, roll 3d6 nine times and take the best 6 scores.
Species not specifically mentioned below cannot be used by PCs.
PCs cannot be Ewok or Noghri as these are not yet discovered. Gungans, Jawa and Kaminoans are unknown in the region. PCs cannot be Gamorreans or Quarren.
The following species are those available to PCs in a Medj'K'ai Nebula campaign:
Human, Sullustan, Rodian and Twi'lek are common throughout the Nebula, and of course there is a fairly signficant Duros presence. Bothan, Cerean, Ithorian and Kel Dor are rare, but PCs could be visitors, Jedi or explorers of these species. Trandoshan, Wookiee and Zabrak are uncommon, but are able to be used by PC. Very rare species listed in the Ultimate Alien Anthology, but justifiable as the occasional explorer, are: Aqualish, Bimm, Cathar, Chagrian, Gran, Iktotchi, Krevaaki (GM option), Nautolan, Ortolan, Snivvian, Temolak (outcast from a TSC ship), Togruta, Verpine (difficult: GM option) and Woostoid.
The Adhrooli are people from a recently-rediscovered planet on the fringes of the Nebula (described below) and can be used as Heroes. Similarly, the Keysh from Keysh'kar can also be used be used as Heroes.
Arkanians. There is rumoured to be an Arkanian settlement somewhere within the Nebula. PCs could be Arkanians looking for the settlement or even from the settlement but under oath not to reveal its location. Mon Calamari is fairly close to the region and, whilst rare, could be player characters: PCs should be aware that there is only one water-world in the Nebula, however!
In general the major factions do not fit and are not part of a Medj'K'ai Nebula campaign: the area is way off the beaten track and far too introverted to consider dealing with many outsiders. If GMs wish to allow Faction and Sympathy, the following is suggested.
In the time period for the campaign, the Antarian Rangers are hard-pressed to support Jedi. GMs may, however, allow PCs to become Antarian Rangers if they undergo a visit outside the campaign area to the Ranger's council to be accepted. This will take around 2-3 months campaign-time.
The Senate and Republic exist, of course.
The only major corporation in this sector of space are the Losshaven Engineering Corporation (LEC) and, to a lesser extent, the Medj'K'Ai Nebula Mercantile Combine (originally a branch of the Trade Federation but now declared independent). It is possible to use these as Factions and gain sympathy, but the benefits are nowhere near those in the Corporate Sector.
The Hutts and Corporate Sector do exist, though there is little interaction with the latter in this sector. The largest corporation in the sector is the Losshaven Engineering Corporation and can in no way be comparable to the Corporate Sector corporations. The Hutts, of course, have their hand in almost any criminal activity: PCs should be wary of becoming Hutt sympathisers given the "light-side heroic" nature of the campaign. An additional "Faction" within the Nebula could be the Medj'K'Ai Nebula Mercantile Combine (MNMC).
Noble houses and sympathy could be gained, though it may just be a complication (and is not included in the base campaign). If a PC is very keen, GMs may consider the Mistryl Shadow Guards, but it is not recommended.
CorSec does not operate anywhere near the Nebula, though Republican Investigators are despatched occasionally, and the Black Sun, Empire and Rebel/Bothan Spynet forces, and Peace Brigade are not in existence. The Lord of the Expanse PrC is not applicable. None of the associated faction feats, sympathies and PrCs can be used.
At the start of the campaign, all heroic classes are permitted. After around three campaign years or more, new Jedi will become more and more difficult to take at starting levels as the campaign enters the Empire Era and Jedi are systematically exterminated. PCs may take non-heroic class levels, with all the benefits and drawbacks that entails. PCs may elect to be Ranchers (a specialisation of the non-heroic class) at first level or when able to gain Ranchhand experience: talk to the GM about permissible skills and feats.
Dark Side classes, PrCs or PCAs are not permitted to PCs.
Force Adepts: Within the Medj'K'ai Nebula, the Haven Manors and the Adhrooli have their own Force Schools giving rise to "Force Adepts" as PrCs or mere Force wielders at lower levels. PCs wishing to be non-Jedi force wielders are encouraged to be Adhrooli and Adhroolith (documented below) or Haveners. Otherwise, "Force Adepts" should be from a documented discipline.
Jedi characters will most likely be alumni of the ruined Jedi College on Keysh'kar, or will be visiting padawan from the main Jedi academies towards the Core. Whilst not part of the campaign, GMs may wish to have side-plots for Jedi to acquire lightsaber crystals or perform a test to gain their "Knight" status.
Crime Lord, Deep Space Pilot, Ace Pilot classes can be achieved during Medj'K'ai scenarios. A Crime Lord should not be a "bad guy" but could well be a character operating to restrict the rise of the Empire later in the campaign.
* * * Not confirmed: PrCs from the RCR * * *
The Master Duelist, Martial Arts Master and Priest PrCs, and Urban Adept, Rebel Officer
and Imperial Officer PCAs are not appropriate for a Medj'k'ai campaign and are not permitted.
With the absence of large numbers of organised military in the area the Master Gunner and
various Officer PCAs will be very hard to justify. In the core campaign they are not allowed.
The Officer PrC is permitted. Whilst this is otherwise up to individual GMs, a PC opting for
any Officer class should be able to justify it both from a character and campaign viewpoint.
The Demagogue, Information Broker, Outlaw Tech, Prowler, Scrounger and Shipjacker are able to be used. The HG's Chief Engineer, Loyal Protector, Outlaw Slicer, Infiltrator, and Treasure Hunter PrCs can be used, the latter three being particularly appropriate for the Medj'K'ai Nebula. Loyal Protectors should have a person within the PC group who is their employer (such as a Noble, Crime Lord, Officer or similar, not a Jedi). The Chief Engineer would need to be associated with one of the major corporations within or outside the Nebula, and be a species appropriate to their engineering specialisation. Sharpshooter's are unlikely to be justified as there are few openings within the Nebula for such, other than as a specialist Assassin (and this is a light-side campaign, remember!).
The Zeison Sha and Matukai Force-using PrCs are probably not appropriate for the Medj'k'ai Nebula and are not advised. A Kel Dor could become a Force Adept and move into the Baran Do PrC.
Jedi can become Healers, Instructors and Scholars. Force Adepts can become Force Warriors if they have access to the relevant trainers, equipment and their tradition allows it. There is no training or instructors available within the Nebula for Jedi Weapon Masters.
In addition to the standard Prestige Classes, the Nebula also has its own which can be found on the link below
The following table summarises the use of Classes, PCAs and PrCs, stating if they are unusable or inappropriate (No), is inadvisable in other campaigns (inadvisable), is difficult or needs justifying (Difficult/justify) or can be used (Yes). The difficulty notes summarise the comments in the text above. The relevant pre-requisites for Class (normally species), PCA or PrC still apply. Included are PrCs from the RCR Ultimate Alien Anthology and other places - which may change. All core classes/PrCs bar "Sith" are possible, though some Talent trees may be hard to gain.
| PrC/PCA | Type | Usable? | Difficulty notes |
|---|---|---|---|
| Ace Pilot | PrC | Justify | Needs membership of militia or starfighter academy |
| Aerobat | PrC | No | Not applicable |
| Antarian Rangers | PrC | Difficult | Needs 2-3 months absence for training and support; needs Jedi |
| Baran Do | PrC | Yes | Presence in Nebula needs justification |
| Beastwarden | PrC | Difficult | Strong justification needed for off-planet Hero |
| Big-Game Hunter | PrC | Difficult | Strong justification needed within Nebula for Hero usage |
| Bodyguard | PrC | Yes | If employer found (such as PC Noble). |
| Bounty Hunter | PrC | Justify | Beware Light-side campaign |
| Changeling | PrC | No | Not applicable |
| Chief Engineer | PrC | Justify | Relevant species and corporate association |
| Crime Lord | PrC | Justify | Must be light side anti-empire/Separatist |
| Dark Side Classes/PrCs | No | Light side campaign | |
| Deep Space Pilot | PrC | Justify | |
| Demagogue | PCA | Yes | Should be local |
| Elite Trooper | PrC | Justify | Limited military presence in Nebula |
| Expert | Pro | Yes | |
| Findsman | PrC | Difficult | Strong justification needed for Hero & 5+ game-months absence |
| Force Adept | PrC | Yes | Also possible to Jedi Guardians leaving the order |
| Force Disciple | PrC | Justify | Possible to other force traditions or Jedi Guardians leaving the order |
| Gunslinger | PrC | Yes | |
| Imperial Officer | PCA | No | Time period |
| Infiltrator | PrC | Yes | Appropriate |
| Information Broker | PCA | Yes | |
| Jedi Healer | PrC | Yes | With training |
| Jedi Instructor | PrC | Yes | With training (may need to leave Nebula for a time) |
| Jedi Knight | PrC | Yes | |
| Jedi Master | PrC | Yes | With training (may need to leave Nebula for a time) |
| Jedi Scholar | PrC | Yes | With training |
| Loyal Protector | PrC | Yes | If employer found (such as PC Noble). |
| Martial Arts Master | PrC | Difficult | No real tradition in the Nebula; training difficult |
| Master Duelist | PrC | No | Inappropriate: no duelling in or near the Nebula |
| Master Gunner | PrC | Difficult | No large-scale, organised military in area |
| Matukai | PrC | No | Inappropriate |
| Mystic Agent | PrC | Justify | Possible to ex-Jedi or ex-Force Adepts (no return) |
| Noble | Class | Yes | Most appropriate if from outside the Nebula |
| Officer | PrC | Difficult | Needs senior membership of militia. See also "Master Gunner" |
| Outlaw Tech | PCA | Yes | Highly appropriate |
| Outlaw Slicer | PrC | Yes | Highly appropriate |
| Priest | PrC | No | Inappropriate |
| Prowler | PCA | Yes | |
| Rebel Officer | PCA | No | Time period |
| Republic Investigator | PCA | Yes | Providing membership pre-requisites are met. |
| Scoundrel | Class | Yes | |
| Scout | Class | Yes | |
| Scholar | PrC | Yes | Links with local acdemic institutions should be made |
| Scrounger | PCA | Yes | Appropriate |
| Sharpshooter | PrC | Difficult | No specialist military openings in Nebula. |
| Shipjacker | PCA | Yes | Should be appropriate species |
| Sith Apprentice | PrC | No | Inappropriate |
| Sith Lord | PrC | No | Inappropriate |
| Soldier | Class | Yes | Initial training is outside the Nebula |
| Treasure Hunter | PrC | Yes | Appropriate |
| Zeison Sha | PrC | No | Inappropriate |
Additional Force talent to be allowed is probably "Force Light"
Older starting Heroes can opt to take one rank in the non-heroic class, or can take an additional Skill as Trained (the Trained Skill feat) to represent previous, fairly passive experience. The hero must be at least 50% older than the minimum age for "Adult".
If taking a level in the non-heroic class, the character starts with 25XP over that required for second level.
Unless specifically stated, feats other than those mentioned in the core rules are not permitted. GMs may wish to ensure that some of the permissible feats are only gained "in-character" or through play. The following are from the HG and PotJ supplements.
Additional feats allowed are: Artistic, Card Shark, Climate Specialisation, Impersonator, Inventor, Kit-bashing, Lithe, Merchant Trader, Mounted Combat, Perfect Memory, Resist Poison, Ride-By Attack, Self-Sufficient, Shadow, Skeptical, Spirited Charge, Street Smart, Technical Wizard, Surefooted.
Force feats allowed are: Beast Language, Cure Disease, Cure Poison, Force Dodge, Force Pilot, Guiding Spirit (required for Adhroolith), Kinetic Might, Peacemaker, Primal Sympathy, Spellcaster, Up the Walls,
The campaign is intended to take a middle line in the awarding of DSPs. DSPs should not be awarded for minor infractions or slip-ups but should be reserved for obvious transgressions. They will be assigned to non-Force users as appropriate. Any PC acquiring enough DSPs to qualify as a "Dark" character will be retired from play, leave the PC group and become a GM-run NPC: such an NPC will be a "bad guy" and is likely to use all their knowledge to try and scupper any outstanding plans the PCs have.
Light side force users should restrain themselves from killing or harming living beings and should try to avoid striking first unless necessary and justified by the scenario and situation. Use of the Force in anger, or for revenge, or in despair or fear will earn a DSP. Use of the force in compassion, however, will not earn a DSP.
Characters with outstanding DSPs cannot transfer into a Jedi Prestige class.
In general the campaign is low-key as regards income and financial rewards, giving some advantages to Nobles, though the more esoteric equipment may take time to arrive.
Throughout the region blasters will generally be accepted. On the major worlds and space stations characters may well be asked to show a license - a local license may be obtained and may be insisted upon if the PCs upset local law enforcement agencies. Outside of the capital cities (for example Haven Port on Losshaven), where weapons are often carried, heavy blasters may be ignored by law-enforcement agencies as long as they are not blatantly on display. Blaster carbines are occasionally carried by authorised and trained security guards, but all owners need a regularly updated license and supported justification; heavier blasters are illegal except to authorised militiary organisations, such as the local militia.
Military grenades (such as thermal detonators and most grenades) are also illegal.
Vibro-axes and vibroblades are illegal, if found (though it is difficult to hide a vibro-axe).
Many ships have to carry some defenses against pirates: these are generally acceptable though interpretation is up to the law authorities on each planet. Military starships and carriers are illegal, though a number of starfighters on a medium- large freighter could be considered acceptable and justifiable defense. Individually-owned starfighters may elicit surprise, and will be checked for ownership at most starports, but are not considered illegal.
The militia in most systems will have customs vessels for chasing down smugglers. Unfortunately, reports from the Sector Senator indicate that some of the customs officials from outside the capital cities are occasionally able to be bribed, though the subtleness and nature of this bribery has not yet been discovered by their superiors.
Most other equipment is as per the legal restrictions in the rules. Stormtrooper armour, for example, is not available (not just because it is outside the time period), whilst other military-grade (i.e. Medium) armour will need a license and Heavy or Powered Armour is not permissible except to authorised military forces: the authorities will take a dim view of possession of such armour. It is possible that heroes may be able to purchase starships or droids during the course of an adventure, though a specific meta-gaming action could be negotiated with the GM.
In the Medj'K'ai sector, credit chips can take up to 5,000 Republican credits. Some planets have local currency, as well, which the shadier types sometimes insists upon. A respectable money-changer will typically charge between 5-10% for exchange. A disreputable money-changer may charge anything up to 120%... [yes, more than double the value].
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Medj'Kai Background -
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Peoples/Species:
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Keysh -
Prestige Classes -
House Rules -
House Jedi Class -
Page Updated 8th November 2007 by Halfbat