DM Ragnarok's New Jedi Order

Game Master DM Ragnarok

Over 20 years after the Battle of Yavin, a new generation of heroes, both Jedi and not, have risen to defend their Galaxy and ensure peace and justice for trillions.


1 to 50 of 65 << first < prev | 1 | 2 | next > last >>

Opening discussion.


Welcome to the game, guys!

I will get the first gameplay post up after I post this. Here are a couple more things;

I am making a slight alteration to the existing classes and talents. This is as follows, and was stolen from a DM on here that looks like they disappeared;

Jedi Alteration: Block and Deflect are now a single talent: Parry.

Soldier Alteration: Anyone taking a level of Soldier gains Armored Defense as a bonus talent.

Scout Alteration: Scouts possess a full BAB progression. Anyone taking a level of Scout gains their choice of Acute Senses or Improved Stealth as a bonus talent.

Scoundrel Alteration: Anyone taking a level of Scoundrel gains their choice of Dastardly Strike or Sneak Attack as a bonus talent.

Noble Alteration: Anyone taking a level of Noble gains their choice of Connections or Born Leader as a bonus talent.

That's all for that. For Hit Points as we level, you can either roll or take average, your choice.

Here's how Bonds are going to work;

You write a Bond for every other player character. You don't have to have this at character creation, but I'd like it by the first few levels. This Bond is one or two sentences and represents some facets of how you and another character interact.

When you both feel that that bond is fulfilled, you will clear it. I will provide you with some type of bonus based off of the Bond, and you may (if you desire) write a new one.

For Organizations, I will have to come up with several; you'd think they'd be extant, but no. So it will take me a little while to create those; depending on how insomniac I'll do them before I go to sleep tonight.

You are NOT REQUIRED to engage in either Bonds or Organizations.

Finally, I'd like this in each of your stat lines;
HP. Defenses. Force Points. Speed. Condition. Skills. Primary attack. Force power suite (if applicable).

That should be it! Welcome to some Star Wars shenanigans!


Male Human Jedi 1 | HP 31/31 | Ref 14 Fort 13 Will 14 | Force Points 2/2 | Speed 6 Sq. | Lightsaber +6 (2d8+4) | Acrobatics +7 Initiative +7 Perception +7 Use the Force +8 Destiny- Destruction | Destiny Points- 1 |
Force Power Suite:
Move Object, Battle Strike, Rebuke

Dotting in as Draylin. I'll put together passes at Bonds for everyone at some point. Looking forward to it, friends!


INACTIVE - GAME DIED

Checking in!


Male Human Soldier 1 | HP 33/33 | Fort 16 Ref 18 Will 12 | Force Points 2/2 | Speed: 6 sq | Condition: Normal | Initiative +8, Knowledge (tactics) +7, Mechanics +7, Perception +6, Pilot +8, Treat Injury +6 | Ranged: Blaster rifle +4

Checking in. I'm really looking forward to this! I'll try to put together some Bonds once we get rolling and I get a feel for how Joran interacts with everyone.

Just a quick clarification: since I took Armored Defense as my initial talent, I can go ahead and grab another one, right?


Quite correct, Joran!

And yes, feel free to take a bit to see how your character's personalities come through.


First gameplay post is now up.


Male Human Jedi 1 | HP 31/31 | Ref 14 Fort 13 Will 14 | Force Points 2/2 | Speed 6 Sq. | Lightsaber +6 (2d8+4) | Acrobatics +7 Initiative +7 Perception +7 Use the Force +8 Destiny- Destruction | Destiny Points- 1 |
Force Power Suite:
Move Object, Battle Strike, Rebuke

Stat-line up.

Initial thoughts for some Bonds (tell me what you think, other players!)-

  • Kon Laan- Kon Laan has the makings of a great Jedi, but perhaps not a great warrior. My protection will help ensure they have time to grow.
  • Joran Callos- I respect Joran as a soldier. I know he'll have my back when I need him.
  • Thel Mereel- Thel is shy but sweet. I'll bring him out of his shell!
  • Irina Kayzeld- Irina's great but she's "on" all the time. I have to help her understand that you need to unwind sometimes...preferably with a so-bad-it's-good HoloDrama.
  • Ean Flennic- I don't trust the Empire, and I don't trust Ean. My father told me what the Empire put him through, so Ean will have to prove himself to win my trust.
  • Temil Androti- I know I can rely on Temil to have good judgment in any situation. I trust their decisions.


Skills:
End+6 , Init+7 , Kn(GL)+10 , Kn(LS)+10 , Kn(PS)+10 , Kn(SS)+10 , Kn(Tact)+10 , Kn(Tech)+10 , Mech+13 , Perc+5 , Pilot+7 , Treat Inj+5 , Use Comp+13
Human Technician 1 | HP 19 | Ref D 13, Fort D14, Will D13 | Speed 6sq. | Condition. |

Here


Male HP 20. Fort 13, Reflex 15, Will 15. Force Points 2. Speed 6. . Deception +8, Gather Information +8, Initiative +8, K: Bureaucracy +8, Kn: Galactic Lore +8, Kn: Tactics +8, Perception +6, Persuasion +11, Pilot +8, Use Computers +8, B Pistol +4 3d6 Noble 1

This is only the second time I've been selected in a recruitment. Feeling way better than the taciturn Flennic generally feels.!


Hello! Friendly neighborhood observer, checking in. I look forward to seeing how this group handles the challenges you will face in your journey. It should be quite interesting.


Deception +8 Gather Information +8 Initiative +6 Knowledge +5 Perception +8 Persuasion +8 Pilot +6 Ride +6 Treat Injury +8 Use Computer +8 Use Force +8 HP 19 | Defenses Ref 13 Fort 11 Will 15 | Damage Threshold 11

Here, just working on catching up...Oh! and I took "Connections"...


Skills:
End+6 , Init+7 , Kn(GL)+10 , Kn(LS)+10 , Kn(PS)+10 , Kn(SS)+10 , Kn(Tact)+10 , Kn(Tech)+10 , Mech+13 , Perc+5 , Pilot+7 , Treat Inj+5 , Use Comp+13
Human Technician 1 | HP 19 | Ref D 13, Fort D14, Will D13 | Speed 6sq. | Condition. |

:'( Everyone gets free feats/talents but me....oh well. I'll just play with your electronics >:D


The price for playing a cut class ;)
Thanks for reminding me. Take the Personalized Modifications talent. That seems fair.


Skills:
End+6 , Init+7 , Kn(GL)+10 , Kn(LS)+10 , Kn(PS)+10 , Kn(SS)+10 , Kn(Tact)+10 , Kn(Tech)+10 , Mech+13 , Perc+5 , Pilot+7 , Treat Inj+5 , Use Comp+13
Human Technician 1 | HP 19 | Ref D 13, Fort D14, Will D13 | Speed 6sq. | Condition. |

Whoo dappa! That' s a cool one, thanks! Next step...get a weapon!


Okay, everyone.

I put up preliminary versions of the Organizations that you may all be a part of. They're on the Campaign Info page.

Every organization has Criteria that positively and negatively impacts your Organization Score. Depending on that score, you will be a certain rank within that Organization, and gain certain benefits.

The Military Organizations have a couple of extra things; Requisition Score Modifier and Special Orders. As members of a Military, you can requisition equipment and put in a call to command for Special Orders during engagements. The rules for these are present in Galaxy at War. Ean and Joran, if you don't have that book just let me know and I'll get it to you.

No one is required to join an Organization. If you have any questions, just let me know!


Deception +8 Gather Information +8 Initiative +6 Knowledge +5 Perception +8 Persuasion +8 Pilot +6 Ride +6 Treat Injury +8 Use Computer +8 Use Force +8 HP 19 | Defenses Ref 13 Fort 11 Will 15 | Damage Threshold 11

Re-puhb-lic Senate here I come! Do do do do do do doo doo

Can we start play being part of said Organziation? Can we belong to more than one?


Deception +8 Gather Information +8 Initiative +6 Knowledge +5 Perception +8 Persuasion +8 Pilot +6 Ride +6 Treat Injury +8 Use Computer +8 Use Force +8 HP 19 | Defenses Ref 13 Fort 11 Will 15 | Damage Threshold 11

Re-puhb-lic Senate here I come! Do do do do do do doo doo

Can we start play being part of said Organization? Can we belong to more than one?


Yes to the first, no to the second.


Human Human Jedi 1 | HP 31/31 | DT 12 | Ref 16 Fort 12 Will 13 | Force Points 2/2 | Speed 6 Sq. | Lightsaber +5 (2d8) |Initiative +9 Perception +7
DM Ragnarok wrote:
Yes to the first, no to the second.

Nice! That does seem like a really good concept. It's not like I'd be continuously having doubt as to whether or not Senate or the Jedi Order is the organisation I'd rather be a part of for many of the following levels or anything.


Deception +8 Gather Information +8 Initiative +6 Knowledge +5 Perception +8 Persuasion +8 Pilot +6 Ride +6 Treat Injury +8 Use Computer +8 Use Force +8 HP 19 | Defenses Ref 13 Fort 11 Will 15 | Damage Threshold 11

With that in mind then, it is possible then to be Jedi trained and have levels but not actually be a Jedi per se?


Male HP 20. Fort 13, Reflex 15, Will 15. Force Points 2. Speed 6. . Deception +8, Gather Information +8, Initiative +8, K: Bureaucracy +8, Kn: Galactic Lore +8, Kn: Tactics +8, Perception +6, Persuasion +11, Pilot +8, Use Computers +8, B Pistol +4 3d6 Noble 1

Since I already had Connections, I will add Born Leader. Maybe that will make Flennic seem valuable to these Rebel Scu...Um, I mean, respected team mates.

I kind of want to take Wealth, but honestly I can't figure out what I would spend it on.


Male Human Jedi 1 | HP 31/31 | Ref 14 Fort 13 Will 14 | Force Points 2/2 | Speed 6 Sq. | Lightsaber +6 (2d8+4) | Acrobatics +7 Initiative +7 Perception +7 Use the Force +8 Destiny- Destruction | Destiny Points- 1 |
Force Power Suite:
Move Object, Battle Strike, Rebuke

Assuming Thel takes Starship Designer and Tech Specialist we’ll need every last credit (and more) for ship modifications.


Male Human Soldier 1 | HP 33/33 | Fort 16 Ref 18 Will 12 | Force Points 2/2 | Speed: 6 sq | Condition: Normal | Initiative +8, Knowledge (tactics) +7, Mechanics +7, Perception +6, Pilot +8, Treat Injury +6 | Ranged: Blaster rifle +4

Just to make sure it's not overlooked, I went ahead and took Devastating Attack as my other talent.


Deception +8 Gather Information +8 Initiative +6 Knowledge +5 Perception +8 Persuasion +8 Pilot +6 Ride +6 Treat Injury +8 Use Computer +8 Use Force +8 HP 19 | Defenses Ref 13 Fort 11 Will 15 | Damage Threshold 11
Ean Flennic wrote:

Since I already had Connections, I will add Born Leader. Maybe that will make Flennic seem valuable to these Rebel Scu...Um, I mean, respected team mates.

I kind of want to take Wealth, but honestly I can't figure out what I would spend it on.

Oh we...will...find...things...to...buy!

2 nobles? Its raining credits!


Skills:
End+6 , Init+7 , Kn(GL)+10 , Kn(LS)+10 , Kn(PS)+10 , Kn(SS)+10 , Kn(Tact)+10 , Kn(Tech)+10 , Mech+13 , Perc+5 , Pilot+7 , Treat Inj+5 , Use Comp+13
Human Technician 1 | HP 19 | Ref D 13, Fort D14, Will D13 | Speed 6sq. | Condition. |

Questions about computers that isn't explicitly stated....

1) Do comlinks have their own wireless whatnot one can hack into?

2) if so, is there a standard int for them?


Short range communication is notoriously difficult to detect; it's like being on a set of linked radios with a private channel. Someone could theoretically do it but they'd have to have the right equipment and happen across your frequency by chance.

Long-range communication is much easier. The signal has to be much stronger to travel farther, and so it's easier to detect.

There's not really a standard DC listed, so I'll take it case by case.


Skills:
End+6 , Init+7 , Kn(GL)+10 , Kn(LS)+10 , Kn(PS)+10 , Kn(SS)+10 , Kn(Tact)+10 , Kn(Tech)+10 , Mech+13 , Perc+5 , Pilot+7 , Treat Inj+5 , Use Comp+13
Human Technician 1 | HP 19 | Ref D 13, Fort D14, Will D13 | Speed 6sq. | Condition. |

Use Computer DCs update:

After doing a fair bit of research...

any computers DC is 15+Int modifier.

there is a use computer table giving minuses or pluses for UC checks based on the computer's starting attitude.
-10 hostile
-5 unfriendly
0 indifferent
+5 friendly

Example Int scores for computers
10 - basic datapad - DC 15
12 - standard datapad - DC16
14 - portable computer - DC 17 <----new item on Thel's wishlist
30 - bank - DC 25

It seems to me that challenges would be
easy: 10
medium: 12
hard: 14-18
very hard: 20-24
impossible: 30sih

reiterative note: the DCs are effectively 5-10 higher from the base DC


Male HP 20. Fort 13, Reflex 15, Will 15. Force Points 2. Speed 6. . Deception +8, Gather Information +8, Initiative +8, K: Bureaucracy +8, Kn: Galactic Lore +8, Kn: Tactics +8, Perception +6, Persuasion +11, Pilot +8, Use Computers +8, B Pistol +4 3d6 Noble 1

Irina, are you planning on taking Wealth at 3rd level? Both of us taking it at that point would be a fair amount of money and let me actually be useful this level. Of course, if I take it this level that is 15,000 credits counting 1st level and 2nd level Wealth.


I'd hold off on Wealth - while there are always things to spend it on, such as fake IDs if you need to do infiltration missions, as well as eventual ship upgrades and such, I'd stick with a talent like Born Leader or Education for Level 1 - stuff that makes you more than the group piggy bank.


Deception +8 Gather Information +8 Initiative +6 Knowledge +5 Perception +8 Persuasion +8 Pilot +6 Ride +6 Treat Injury +8 Use Computer +8 Use Force +8 HP 19 | Defenses Ref 13 Fort 11 Will 15 | Damage Threshold 11

I second that. It seems to me that wealth later comes then at a point where you might have a better focus than just general financier.


Human Human Jedi 1 | HP 31/31 | DT 12 | Ref 16 Fort 12 Will 13 | Force Points 2/2 | Speed 6 Sq. | Lightsaber +5 (2d8) |Initiative +9 Perception +7

So, does that mean me and Draylin miss the surprise round and appear in combat when Initiative starts?

Also, if everyone's ok with it, I suggest the GM rolls initiative - it's faster to do it in a block, and then with the two parties acting in my experience, but it's up to you.


INACTIVE - GAME DIED

If we use block initiative where each group just rolls one roll, I would change my skill training in Initiative.


In general, when combat breaks out I will roll initiative for the party. Since Initiative is a skill in this game, I'm opposed to doing it as a block.

We're having to wait a bit this time because on top of initiative you all have a surprise round.

Temil, if you wish to take a surprise round action, you may, but that's not the tactical plan that Ean came up with. If you wanted to, you could Ready a Charge for when the Imperials move.


Male Human Jedi 1 | HP 31/31 | Ref 14 Fort 13 Will 14 | Force Points 2/2 | Speed 6 Sq. | Lightsaber +6 (2d8+4) | Acrobatics +7 Initiative +7 Perception +7 Use the Force +8 Destiny- Destruction | Destiny Points- 1 |
Force Power Suite:
Move Object, Battle Strike, Rebuke

Doing that as well as the other action if possible :p


INACTIVE - GAME DIED

It was not clear to me that the plan was to not use our surprise round. If that is the case then I will do nothing.


We're all sort of figuring out the system; you can feel free to change your action to a Ready Action to do what you did once the Imperials move in your direction, Kon.


INACTIVE - GAME DIED

That is suitable.


A note on Ready Actions, as it is different from PF; Ready Actions do not change your place in initiative. Your readied action simply occurs, and then you take your turn in initiative as normal.


Human Human Jedi 1 | HP 31/31 | DT 12 | Ref 16 Fort 12 Will 13 | Force Points 2/2 | Speed 6 Sq. | Lightsaber +5 (2d8) |Initiative +9 Perception +7

Readied Action seems a bit more appropriate according to the plan, the way I read it:

The bulk of the party, the ones staying behind cover, draw the fire (by using their surprise round to open fire) As they do, me and Draylin would charge/attack after the stormtroopers have noticed, but before they've opened fire?

I thought that was the case, and sorry if I misread it - new system is new! I'll choose to ready an action to Force Slam the Stormtroopers as Draylin is charging, if there's many(any) within my 6 square cone as they come past me.

Does that seem acceptable?


Sure, that sounds fine to me, Temil. Let Draylin be the shock troop and you he;p with the ones that come close.


Male HP 20. Fort 13, Reflex 15, Will 15. Force Points 2. Speed 6. . Deception +8, Gather Information +8, Initiative +8, K: Bureaucracy +8, Kn: Galactic Lore +8, Kn: Tactics +8, Perception +6, Persuasion +11, Pilot +8, Use Computers +8, B Pistol +4 3d6 Noble 1

3 questions:

1. Am I understanding correctly that we are posting in strict initiative order? If so, I apologize for going out of order before.

2. I never finished gearing up my character. Should I do that now or just go with what I have and have a big pile of credits? And as a sub question, can we even buy stuff here? And as another sub question, does everyone have a com unit? If not, I can get one for people so we can talk.

3. I still have a language to choose. Any suggestions?


For pacing purposes I vastly prefer if you simply post your likely actions whenever and change them if necessary.

You can go ahead and spend the credits. Your extra equipment is in a gear bag on the shuttle.

Nearly all languages migjt be useful. Go for something the rest of the party doesn’t have.

Scarab Sages

I'm in a similar situation. I don't know what Thel would know with his history.


Excellent use of tactics, Ean. While the Disciple could likely deflect that suppress with the Parry talent, they would need to actually have that talent to do so. Also, each subsequent parry takes a -5 stacking penalty, which means that parrying Draylin's inevitable attack, Joran's attack, and your suppress enemy would be a very tall task, even for a higher level Jedi, to say nothing of the Disciples of Ragnos.

When I find myself with an extra language available, I find trade languages to be a good choice. Bocce is a trade language used across the galaxy, while more Outer Rim specific trade languages are Sy Bisti, Meesa Caulf, and Taarja. Sy Bisti has some overlap with the Unknown Regions. Since Muunilist is in the Imperial Remnant, the Muun language might also make a certain amount of sense.


INACTIVE - GAME DIED

Regarding our first loot: Kon has no real interest in these items. I'm fine with other folks taking what they like/need.


Male Human Jedi 1 | HP 31/31 | Ref 14 Fort 13 Will 14 | Force Points 2/2 | Speed 6 Sq. | Lightsaber +6 (2d8+4) | Acrobatics +7 Initiative +7 Perception +7 Use the Force +8 Destiny- Destruction | Destiny Points- 1 |
Force Power Suite:
Move Object, Battle Strike, Rebuke

Draylin wouldn't be opposed to a frag grenade, but everything else is sort of meh for him.


Male Human Soldier 1 | HP 33/33 | Fort 16 Ref 18 Will 12 | Force Points 2/2 | Speed: 6 sq | Condition: Normal | Initiative +8, Knowledge (tactics) +7, Mechanics +7, Perception +6, Pilot +8, Treat Injury +6 | Ranged: Blaster rifle +4

Joran is grabbing a couple power packs and maybe a grenade, at the least. As for the rest, it's useful, but everyone should get a crack at it.


Human Human Jedi 1 | HP 31/31 | DT 12 | Ref 16 Fort 12 Will 13 | Force Points 2/2 | Speed 6 Sq. | Lightsaber +5 (2d8) |Initiative +9 Perception +7

I think it was Sense Surroundings, yes. I was mostly using it to get a feel for the room, and some semblance of what might've been here before, but if it doesn't work, it doesn't work! It just felt like something I should try in an ancient temple.


It worked after a fashion. Led you to some information.

1 to 50 of 65 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Ragnarok's New Jedi Order Discussion All Messageboards

Want to post a reply? Sign in.