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fan .net guide to the Mistryl - I might have the last copy
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JohnLydiaParker
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PostPosted: Fri May 24, 2024 5:15 pm    Post subject: fan .net guide to the Mistryl - I might have the last copy Reply with quote

For whatever reason, a long, long time ago I saved a copy of the .net guide to the Mistryl Shadow Guard. I was pretty young back then though, and my computer skills much less. I wound up copying the text into a .txt - but as far as I know it's all still there, and line breaks are intact, but images and other formatting are gone for good. I didn't see a copy of it on the site that hosted a lot of rpg rulebooks and other stuff before it went down (I forgot the name), and this is more or less the last copy. Should I post it?
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garhkal
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PostPosted: Sat May 25, 2024 12:37 am    Post subject: Reply with quote

Heck yes. I'd love more info on the Mystryl guard.
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JohnLydiaParker
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PostPosted: Sat May 25, 2024 7:07 pm    Post subject: Reply with quote

Okay, here goes, and yes, this really is it.
1 of 6:

Car'das shook his head. "Your people don't want justice, Shada," he said, an infinite sadness in his voice. "They never did."

-Timothy Zahn, Vision of the Future

History of the Mistryl

The Mistryl Shadow Guard is an elite order of warrior women trained as mercenaries, who are sent off their home planet to earn money to send back to feed and clothe the devastated community of their world. Their history is a long and tragic one, full of deception, greed, anger, and destruction. Throughout the Galaxy there are few who equal the Mistryl in cunning, guile, combat skills, or bitterness. It all began long ago, with the loss of their planet Emberlene, but their burning desire for vengeance may never die.

The history that is taught to rising Mistryl warriors is somewhat different from the true history of their homeworld. From birth, the citizens of Emberlene are taught that many years ago, while the Empire was still young and early resistance had not been crushed, Emperor Palpatine ordered the destruction of Emberlene as an example. Emberlene had been a rich planet, full of splendor and beauty, and had made it firmly apparent that they were rule by no one but themselves. Fearing the planet's growing power and prestige, the Emperor sent his forces to destroy Emberlene as an example to those who thought they could escape the rule of the Empire. Since then, the Mistryl have hired themselves out as mercenaries, to earn enough money to support the millions of refugees left after the planet's destruction, and loathing the Empire's role in the disaster. Though when that loathing gets in the way of a job, they often conveniently forget this animosity...
Only the history they teach the citizens and the Mistryl isn't the true history of Emberlene, and only the Eleven Elders of the People know what really happened. Three years before its destruction, Emberlene used its might and wealth to go on a conquest rampage. They subjugated dozens of worlds in their sector, capturing and ruling them with ruthlessness. They plundered their wealth, and destroyed anything of value that they couldn't take with them. They left the people of these worlds in a broken, shattered mess, and then moved on to their next target.

The remaining planets in the sector decided that they could not stand idly by and let the armies of Emberlene roll over them effortlessly. The governments of these worlds pooled their resources and hired a mercenary army to serve them against Emberlene. In a single strike against Emberlene, the mercenary army devastated the enemy forces and reduced the planet's superstructure to rubble. Ensuing firestorms and air striked against populated areas effectively ended the Emberlene threat, doing to their people what they had been doing to the rest of the sector over the past three years.

Planet: Emberlene
Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I
Hydrosphere: Arid
Gravity: Standard
Terrain: Barren, Urban
Length of Day: 23 Standard hours
Length of Year: 312 Local days
Sapient Species: Humans
Starports: 2 Standard Class
Population: 35 Million humans
Planet Function: Homeworld
Government: Council of Eleven Elders
Tech Level: Space
Major Exports: N/A
Major Imports: Mid Technology, High Technology, Foodstuffs, Medicinal Goods
Capsule: The planet Emberlene was destroyed during the early days of the Empire, and has never truly recovered. Most of the major cities remain devastated and empty, little more than a husk of the once-vast metropolis. Traders carrying cheap goods are always welcome on Emberlene, especially those who bring food or much-needed medical supplies. The specially trained Mistryl Shadow Guard often offer their services to passing smugglers, mercenary bands, and even the occasional crime boss in order to supply their world.

With their home planet in ruins, millions of refugees to feed and clothe, and their once bright dreams of conquest erased by the mercenary army, the Eleven Elders soon became infused with a bitter desire for vengeance. They began training a group of elite warriors, whom they named the Mistryl Shadow Guards, as mercenaries to be hired out, as well as special forces for the now-demolished planet. The women of the Mistryl became the most deadly warriors they could be, in preparation for their futures supporting the planet's poor, and rooting out the conspirators who facilitated Emberlene's destruction.
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JohnLydiaParker
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PostPosted: Sat May 25, 2024 7:07 pm    Post subject: Reply with quote

2 of 6:

The Mistryl Hierarchy

The Mistryl warriors often work as mercenaries, but above all they are loyal to the Eleven Elders of the People, who both created the Mistryl and are former Mistryl themselves. These mercenaries begin training at a very young age in preparation for their future of "civil service" to the peoples of Emberlene. Each Mistryl warrior is unique in her own way, and some take well to certain skills better than others. One thing that remains constant, however, is that through their years of training they are all accomplished and deadly warriors. Below are two examples of Mistryl NPCs to give GMs a good idea of the skills of a Mistryl warrior.

Shada D'ukal (modified from the Thrawn Trilogy Sourcebook)
Type: Mistryl Shadow Guard
DEXTERITY 4D
Blaster 5D+2, dodge 6D+2, melee combat 8D+2, melee parry 7D, thrown weapons: zenji needles 9D+2
KNOWLEDGE 3D
Alien species 6D, languages 6D, streetwise 9D, survival 5D+2
MECHANICAL 2D+2
Beast riding 5D+2, space transports 5D+2, starship gunnery 7D
PERCEPTION 4D
Hide 7D, search 7D, sneak 7D
STRENGTH 3D
Brawling 6D, brawling: Shadow Arts 7D+2
TECHNICAL 3D+2
Computer programming/repair 6D+2, first aid 5D+2
Force Points: 2
Dark Side Points: 1
Character Points: 14
Move: 12
Equipment: Selection of false IDs, hold-out blaster (3D), 15 zenji needles (STR+3D+1), molecular stiletto, inciter, climbing claws, synthrope, climbing gear, comlink, datapad
Capsule: Shada is an extremely attractive human female that many people believe is Mazzic's current love interest. Shada is constantly on hand, even during business meetings. Most smugglers perceive her as little more than a vacuous and decorative trinket the smuggler enjoys having on hand.
Shada is, in fact, Mazzic's bodyguard. The young woman is highly trained in a variety of martial arts and has repeatedly proven her worth. Mazzic hired her for reasons known only to himself and Shada. She refuses to acknowledge her affiliation with the Mistryl. She does not discuss the matter even with Mazzic, claiming that to reveal too much about the Mistryl would break an oath of secrecy.
Shada enjoys her position as Mazzic's bodyguard. Initially, many of Mazzic's crew members didn't take her seriously. She once made an example of one of Mazzic's outlaw-techs when he pinched her: the tech was in a neural reconstruction facility for nearly a month. Ever since the incident, there have been no further "indiscretions" on the part of Mazzic's crew.
Shada is a strikingly beautiful human female, with long black hair that she usually wears pulled up and held in place with a number of lacquered zenji needles.

Variise (modified from Star Wars Adventure Jounral #9)
Type: Mistryl Shadow Guard
DEXTERITY 4D
Blaster 7D, dodge 7D, melee combat: shock whip 6D, thrown weapons 5D
KNOWLEDGE 3D
Alien species 6D, bureaucracy: Imperial 5D+1, cultures 5D, intimidation 8D, languages 4D, streetwise 6D, willpower 6D
MECHANICAL 2D
Astrogation 4D, repulsorlift operation 5D, space transports 4D+2, starship gunnery 5D
PERCEPTION 3D+2
Command 6D+2, hide 6D, search 7D+1, sneak 8D
STRENGTH 3D
Brawling 7D, brawling: Shadow Arts 8D, climbing/jumping 6D
TECHNICAL 2D+1
Computer programming/repair 4D, first aid 5D, security 6D+2
Force Points: 1
Dark Side Points: 4
Character Points: 16
Move: 10
Equipment: Hold-out blaster (3D) x2, shock-whip (STR+2D+2), vibroknife (STR+1D), comlink, datapad
Capsule: Variise is a beautiful and exotic-looking woman who serves as bodyguard and right-hand woman to Moff Caerbellak. Variise enjoys her job immensely, especially the fear her reputation inspires in most sentient beings. Before the Moff arrives somewhere, rumors fly, but whenever her name is mentioned in the conversation, the words are hushed to a whisper.
Cold, cruel and calculating, she is as deadly as she is attractive. Variise speaks in a smooth, silky tone that can easily be laced with a razor's edge. When she gives an order, it is followed without pause, for usually the lackey is in a hurry to get as far away from her as possible.
She exhudes danger with each measured, yet graceful step. Her stride reminds many beings of feline predators, and she seems always ready to spring into action. As a result, people tend to be very edgy around her, as if unsure if she's about to pounce.
Few Mistryl will serve the Empire in any way due to the stories that their homeworld was destroyed by the Empire - which makes it all the more odd that the enigmatic Variise serves Caerbellak. Rumors say that the Moff saved her from death at the hands of a band of pirates and she is repaying the debt by guarding his life. Though no one knows for sure if this is true...

The Eleven Elders of the People are the council which controls the actions of the Mistryl organization. Composed of founders of the Shadow Guard (and a few newly-raised members from the ranks of the Mistryl), the Eleven Elders are all skilled warriors themselves. They are women who have trained hard and served their people, as well as harboring that burning anger for those who brought down their power so many years ago. Some of these women were even members of the Emberlene government that began that streak of conquest so many years ago, though most have been replaced by rising Mistryl warriors as Elders have died or stepped down. The Elders make all the major decisiong concerning the Mistryl as a council, and also dictate honoring and punishment among the ranks of the Shadow Guard. Below are stats for

Paloma D'asima
DEXTERITY 4D
Blaster 7D, dodge 6D, melee combat 6D, thrown weapons 5D
KNOWLEDGE 3D
Alien species 6D, bureaucracy: Mistryl Shadow Guards 9D+2, cultures 6D, intimidation 10D, languages 5D, streetwise 6D, willpower 6D
MECHANICAL 2D
Astrogation 4D, repulsorlift operation 5D, space transports 4D+2, starship gunnery 5D
PERCEPTION 3D+2
Command 6D+2, command: Mistryl Shadow Guard 10D, hide 6D, search 8D, sneak 6D
STRENGTH 3D+2
Brawling 6D, brawling: Shadow Arts 9D, climbing/jumping 5D
TECHNICAL 3D+1
Computer programming/repair 5D, first aid 6D, security 5D+1
Force Points: 1
Dark Side Points: 4
Character Points: 19
Move: 10
Equipment: Hold-out blaster (3D), vibroknife (STR+1D), comlink, datapad
Capsule: Paloma D'asima is a strong, older woman who serves on the Eleven Elders of the People, leaders of the Mistry Shadow Guards. She si one of the few who know the truth about the origins of the Mistryl and the fall of Emberlene, which she keeps a closely guarded secret. While she is in her late forties, she still apears to be strong and capable, and quite attractive despite her age.
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JohnLydiaParker
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PostPosted: Sat May 25, 2024 7:08 pm    Post subject: Reply with quote

3 of 6

Mistryl Special Equipment

Camouflage Prematch Files
These files are maintained and updated by Mistryl field agents who specialize in information gathering. They contain updated static holos and information about many beings around the Galaxy, both famous and little known. They give detailed reports on physical appearance, mannerisms, speech patterns, and associations of each subject, which can be accessed from a central database on Emberlene. Using these prematch files, a Mistryl woman may disguise herself as another person in order to impersonate them effectively.

Camouflage Prematch Files
Type: Computer Files
Cost: Not available for sale
Availability: 4, X
Game Notes: When a Mistryl accesses these files from the central database and uses them to construct a disguise, the receives a +3D bonus to any con rolls which rely on the disguise.

Mistryl Ceremonial Knife
This knife is carried by most members of the Mistryl Shadow Guard. It is lightweight and easy to conceal, yet effective in combat. Its specially designed hilt also conceals a distress signal, which can be tuned to broadcast over certain communications channels if need be.

Mistryl Ceremonial Knife
Type: Custom Knife
Scale: Character
Cost: Not available for sale
Availability: 4
Skill: Melee combat
Damage: STR+1D+2 (Maximum of 6D)
Game Notes: An Easy communications roll will detect the distress signal if broadcast over common or designated channels.

Mistryl Climbing Claws
Oftentimes a task will require a Shadow Guard to scale a difficult wall or canyon. For this they use a set of specially designed climbing claws, which attach to the backs of their hands. Lightweight, sturdy, and razor-sharp, these climbing claws not only dig into most solid surfaces, but also double as a weapon in melee combat if necessary. The claws weight less than a pound each, are made of a thin, silvery metal, and extend over a clenched fist roughly four inches.

Mistryl Climbing Claws
Type: Custom climbing equipment
Scale: Character
Cost: Not available for sale
Availability: 4
Skill: Melee combat: climbing claws
Damage: STR+1D (Maximum of 5D)
Game Notes: When worn while attempting to climb, offers +2D to all climbing/jumping skill rolls.

Molecular Stiletto
A rigid monofilament weapon housed in a carbonite casing fashioned to rsemble a datapad stylus, this deadly little weapon cuts through armor, flesh, bone, and plasteel with little difficulty. The main limit on the weapon's damage potential is the extremely fine cut it makes - unless the cut is fairly large, the damage can be minor. Stabbing with the micron-thin stiletto is pointless, unless followed by a slicing maneuver. Although safer than slicewire, it is rarer due to the high price and secret manufacturing process used by Xana Arms.

Molecular Stiletto
Model: Xana Exotic Arms MSW-9 Molecular Stiletto
Type: Monomolecular hand weapon
Scale: Character
Skill: Melee combat: climbing claws
Cost: 400 credits
Availability: 4, R or X
Difficulty: Moderate
Damage: STR+2D
Game Notes: When used meticulously, cuts through most solid surfaces with ease. From Rules of Engagement: The Rebel SpecForce Handbook.

Shock-Whip
A long, thin wire extends from a small metal handle on this weapon, just as a standard leather whip. However, when activated the shock-whip also dispenses an electric charge, which flows through the weapon's metal wire. This shock is incredibly painful to any who experience, and can often stun a victim in one blow. Problems arise when the weapon becomes damaged, however, as many times it can cause feedback into the holder of the weapon.

Shock-Whip
Model: Custom-made Mistryl Shock-Whip
Type: High-powered whip
Scale: Character
Skill: Melee combat: shock-whip
Cost: Not available for sale
Availability: 4, R or X
Difficulty: Easy
Damage: STR+2D+2
Game Notes: On a critical miss (a roll of a 1 on a wild die) the user of the whip takes 2D shock damage.

Syntherope
The SureGrip climbing syntherope is typical of its kind. It can be used to support climbers or haul equipment, and is used for basic safety support. The syntherope is sols in a dispenser with reel anc catch.

Syntherope
Model: SureGrip Climbing Syntherope
Type: Synthetic fiber line
Cost: 5 credits
Availability: 2
Game Notes: 20 Meters. Can support up to 500 kilograms. Using tope adds +1D to climbing. From Rules of Engagement: The Rebel SpecForce Handbook.

Vehicle Inciter
This special tool allows the user to effectively start and operate most standard ground vehicles. Many military vehicles are safeguarded against inciters, but most civilian and commercial ground vehicles are not equipped with such a defense mechanism. The device reads the lock and ignition patterns built in to a vehicle, then duplicates them using a type of force field which unlocks or activates the vehicle.

Vehicle Inciter
Type: Custom theft device
Skill: Security
Difficulty: Moderate
Cost: Not available for sale
Availability: 4, X
Game Notes: A character using the inciter must first make the inciter's Moderate security role to activate the device. If successful, the vehicle may be accessed freely. Note that this does not disable any anti-theft devices, such as speeder alarms.

Zenji Needles
Used by the enigmatic group of women known as the Mistryl Shadow Guards, Zenji needles are deadly throwing weapons. They are 10 centimeters lon and the ends are usually decorated with a jewel of some type, lending to the balance and weight of the weapon. Usually worn as decorative hair ornaments, the lacquered zenji needles can be hurled with deadly accuracy. With sufficient force, zenji needles can crack some forms of body armor.

Zinji Needles
Model: Custom-made Mistryl Zenji Needles
Type: Throwing needles
Scale: Character
Skill: Thrown weapons: zenji needles
Cost: Not available for sale
Availability: 4
Damage: STR+3D+1 when used with thrown weapons: zenji needles specialization, otherwise STR+1D
Game Notes: Some zenji needles have been known to contain a small, disguised comlink of some sort where the jewel is typically found, for eavesdropping purposes. From Gundark's Personal Gear.
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JohnLydiaParker
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PostPosted: Sat May 25, 2024 7:08 pm    Post subject: Reply with quote

4 of 6:

Mistryl Shadow Guard Skills

Shadow Arts Martial Arts Style

When the Eleven Elders of the People began their crusade for vengeance against those who had ruined their dream, they knew that it would take a specially skilled warrior in order to exact proper revenge, and provide a useful skill as a mercenary. Through study and discipline, they crafted a martial arts style that fit their close-combat preferred mode of fighting. This new martial arts style, which they dubbed "Shadow Arts" after their organization's name, is taught to each Mistryl warrior for use in the field. Focusing on quick subdual and disarmament, the use of Shadow Arts is what makes Mistryl so attractive as bodyguards. The quickness of the maneuvers, as well as their effectiveness in eliminating sources of danger, create a famed method of protecting themselves and their charges in the most rapid manner possible.

For every 1D that a Mistryl improves his or her Shadow Arts martial arts specialization, that character gains a special maneuver described below. In addition to those listed below, the following martial arts skill from the Rules of Engagement sourcebook are acceptable for selection by Shadow Arts combatants: Disarm, Foot Sweep, Instant Stun, Nerve Punch, and Silent Strike. Characters must declare which martial arts technique they are attempting to use prior making the required skill roll unless otherwise indicated.

Technique Description Difficulty Effect
Alter Aim The character is trained to alter the aim of a missile or blaster weapon in close combat. Moderate, plus an opposed Strength roll If the character makes the required skill roll, she may attempt to grab and re-aim a weapon in the hands of her opponent. If within hand-to-hand range, the character makes her skill roll, then must win an opposed Strengthroll to aim the weapon. For missile weapons and blasters, she must roll the appropriate skill to aim at -1D (but without a multiple action penalty) to choose where the weapon fires.
Back Strike The character is trained to spin and attack an enemy to the rear with bare hands. Easy When a character has her back to an opponent, she may use this technique to spin and attack that opponent without suffering penalties for not being able to see her target.
Ground Strike The character can make a standard strike after having been knocked to the ground. Easy If the character is on the ground, and an opponent is in brawling range, she may use this skill to inflict STR+1D+2 damage on that opponent from her position on the ground, provided she makes the required skill roll.
Surprise Attack The character is trained to alter body language so as not to give away an attack. Difficult If the character makes the required skill roll, she may attack her opponent without giving any warning, causing her opponent to suffer -2D to all reaction rolls. If the character waits for one additional round before attacking, she automatically gains that round's initiative over her opponent as well.
Triple Parry The character is trained to parry up to three unarmed attacks. Moderate If the character makes the required skill roll, she may automatically block three brawling attacks during this round, provided she takes no other action this round.
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JohnLydiaParker
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PostPosted: Sat May 25, 2024 7:09 pm    Post subject: Reply with quote

5 of 6:

The Mistryl Player Character

To most, the Mistryl Shadow Guards are little more than a myth, a story created by con men to frighten their comrades. To others, though, and particularly players, the Mistryl are fascinating and dangerous. They are devoted servants of the people of Emberlene, and almost unquestioningly follow the orders of the Eleven Elders of the People. For some players, this character could represent the opportunity to play a character strong in various forms of combat. For others, it means a chance to play a bitter, vengeful character on the brink of the Dark Side, seeking to offer retribution for the destruction of her world. Even more, they may represent the chance to play a sad, but capable female warrior, seeking to better the condition of the poverty-stricken for her homeworld. And above all, it should satiate any desire to play a character with a dangerous secret which needs to be hidden.

The Mistryl are highly valued mercenaries for many reasons, but the chief cause of their fame is their skill in combat. Nowhere in the Galaxy will there be found a more skilled fighter, and their perceptiveness and skill with martial arts is legendary. Because of this, the Mistryl characters will often be found as mercenaries, pirates, smugglers, assasins, and bodyguards all over known space. Many Mistryl revel in this reputation, as well; most Mistryl find that their ability to intimidate their opponents through strength of reputation alone is a rewarding experience unto itself. They are fiercely proud of their combat skills, and will be dangerously offended by anyone who does not recognize their talent properly. Their wrath often falls upon those who underestimate them, and woe be to anyone who doesn't take a Mistryl seriously because she is a woman.

Most, if not all, Mistryl harbor an almost fanatic desire for revenge against those who brought ruin to their world. Few understand who is truly to blame, but the one thing that all Mistryl do understand is that when they venture forth into the rest of the Galaxy for employment, it means one more chance to find out who ruined their world, and one mor chance to seek revenge for it. Mistryl characters will often teeter on the edge of the Dark Side, as the bitterness and anger within them often give them a ruthless abandon when confronting an antagonist. Mistryl characters will be fierce and dangerous in combat, their savagery fueled by the fires of revenge that burn inside them.

However, despite their darker tendencies, a Mistryl character may still remain on the side of the Light. While some members of the order may have forgotten their true purpose, most Mistryl have a strict personal code to which they adhere. They are servants of the people of Emberlene first and foremost, and despite their martial skills, they are employed as they are for the betterment of the refugees on their homeworld. They send home their pay to their people, allowing them to buy clothes and food for the masses. Mistryl characters will often sympathize with the downtrodden, and understand the suffering of the poor. As such, they are, in their hearts, merely doing a job in order to benefit their planet's devastated population.

The Mistryl character will value her secrecy highly, no matter how she behaves outwardly. They almost never tell anyone of their affiliation with the Shadow Guards, and the name Emberlene is not allowed to cross their lips, lest they give away their secret. Few in the Galaxy know of the Mistryl or Emberlene, and even fewer know the truth about either, and the Mistryl character will strive to keep it that way. Many a Mistryl warrior has had to kill in order to silence someone who had potentially dangerous information about the infamous Shadow Guards, and a player character will often do the same.

Mistryl Shadow Guard Character Template
Type: Mistryl Trainee
DEXTERITY 4D
KNOWLEDGE 2D+1
MECHANICAL 2D
PERCEPTION 3D+2
STRENGTH 3D+2
TECHNICAL 2D+1
Move: 10
Force Sensetive: No
Force Points: 1
Character Points: 5
Equipment: Hold-out blaster (3D), comlink, Mistryl ceremonial knife (STR+1D+2), zenji needles x2
Background: You were raised among the poverty-stricken peoples of Emberlene, living in squalor like the rest of the masses. All your life, you have known and felt the pain of the downtrodden, and when the agents of the Eleven Elders offered you the opportunity to help out your people, you accepted immediately. After years of training under other members of the Mistryl Shadow Guard, you are ready to go out into the Galaxy as a mercenary, and to send back whatever funds you can in order to better the lives of your people.
Personality: You are strong-willed and passionate about your goals, but secretive and mysterious in order to hide your true identity as a Mistryl. Others see you as introspective, even cold, but it is a necessity in your line of duty. You tend to hold grudges and respond with bitterness and sarcasm, but your sense of honor ensures that your ire is only directed at those who truly deserve it, as you would not willingly subject innocents to the pain you have felt.
Objectives: To offer what monetary aid you can to the people of Emberlene, to seek out information on those who destroyed your homeworld, to earn the title of Shadow Guard, and to secure the secrecy of the Mistryl Shadow Guards.
A Quote: "I'll pack what I know of suffering into a blaster bolt and send it your way first chance I get."
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JohnLydiaParker
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PostPosted: Sat May 25, 2024 7:10 pm    Post subject: Reply with quote

6 of 6

For the Gamemaster: Mistryl Shadow Guards in Campaigns

Implementing Mistryl into a Campaign

A Mistryl player character shouldn't be too terribly tough to implement into a campaign with a variety of character types. Obviously, she won't fit into an all-Jedi campaign, but she works just fine as a mercenary with a secret past. This could be used to highten the tension in a campaign, and even between the player characters, just as you would use an ex-Imperial whose past remains buried - until someone close to or in the party discovers it. It can create interesting dilemmas for the player, as well: she is forced to hide her past from her comrades, or perhaps a fringe party will be hired by the Empire and she must come to grips with working for the enemy, lest her secret be revealed. A Mistryl would be a valuable addition to any party's combat sequences, so the other characters would welcome her for her skills at least. The title of Shadow Guard should be awarded to a trainee when the GM thinks her skills have reached a level above and beyond most skilled fighters, and as a reward from the Eleven Elders.

It would probably be more difficult to introduce a Mistryl warrior as a villain NPC due to the fact that it would be more difficult to make the party hate a character whose past is as tragic as Emberlene's. However, if that past is not introduced in the game, perhaps the Mistryl warrior could gain their ire by causing harm to or killing an NPC close to the party. Since Mistryl are mecenaries more than anything, it is likely that a Mistryl warrior will not be the primary villain, but rather a secondary, more physical villain (much like Darth Maul was in relation to Darth Sidious). Shadow Guards fit the bill personality-wise for a villain, however; many are cold and calculating, as well as ruthless while completing a job. Once the Mistryl has been introduced and intrigued the party, it should not be difficult to fit her into the villain role.

Using Mistryl as NPCs who help the party is also an option. They could be treated much the same as player characters, but could also offer interesting plot devices. If an enemy of the party is found to have evidence of who the conspirators were that destroyed Emberlene, this NPC could lead the party on adventures to capture this information, despite the danger involved in obtaining it. Any of the plot hooks that would lure in a PC Mistryl could also be used in this light, though the party as a whole would know less about the character than they would a PC.

Mistryl-Only Campaigns

A Mistryl-only campaign would not be terribly difficult to run at all. The preferred way to run the campaign would be as you would run a Special Forces campaign: the warriors, under orders from the Eleven Elders, carry out selected missions across the Galaxy. Missions could be anything from hunting down a rogue Shadow Guard (as was done to Shada D'ukal when she quit the order), to finding and destroying evidence of the Mistryl's existence, or even infiltrating enemy information centers in order to learn more about the fall of Emberlene. Additionally, the group could be hired out as a complete mercenary unit, fulfilling other appointed tasks in exchange for money to send home to their people. For more ideas on Special Forces campaigns, see the supplement Rules of Engagement: The Rebel SpecForce Handbook.
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JohnLydiaParker
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PostPosted: Sat May 25, 2024 7:18 pm    Post subject: Reply with quote

The missing range stats for Zenji needles:
3-5/10/20
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garhkal
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PostPosted: Sun May 26, 2024 12:07 am    Post subject: Reply with quote

Very nice.. Thanks.
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JohnLydiaParker
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Joined: 13 May 2024
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PostPosted: Sun May 26, 2024 12:24 am    Post subject: Reply with quote

IMPORTANT NOTE - Other then the equipment stats, this is a fan work.
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garhkal
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun May 26, 2024 3:14 pm    Post subject: Reply with quote

The one thing i never understood about the zinji needles, is WHY they did more damage, just because you were specialized in them??
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CRMcNeill
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Joined: 05 Apr 2010
Posts: 16232
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon May 27, 2024 9:04 pm    Post subject: Reply with quote

garhkal wrote:
The one thing i never understood about the zinji needles, is WHY they did more damage, just because you were specialized in them??

Presumably because knowing the specific handling allowed you to place your shots more precisely. I prefer a general rule where accurate rolls generate a damage bonus.
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garhkal
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PostPosted: Tue May 28, 2024 3:31 pm    Post subject: Reply with quote

It also makes me wonder, should spec in those needles, BE LIMITED only TO mystral guards, OR can anyone take them?
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue May 28, 2024 4:14 pm    Post subject: Reply with quote

garhkal wrote:
It also makes me wonder, should spec in those needles, BE LIMITED only TO mystral guards, OR can anyone take them?

I dislike absolute prohibitions or limitations; it is ultimately just an exotic throwing knife. A better rule would be to increase Difficulty by +5 or +10 if the character doesn’t have the specialty.
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