GM Elton |
Who might be interested in a Star Wars game set in the Old Republic? Around the same time as the Current MMO?
I've been tempted set up one for a long time now. It will be set in the Republic. You won't be playing Sith Imperials unless the group allows either a Sith sleeper agent or a Sith turncoat.
Archetypes available:
-- Republic Trooper: * Soldier Class most likely.
-- Smuggler: Scoundrel or Scout classes.
-- Jedi Consular: Jedi Class with Jedi Consular or Jedi Shadow trees (the second may use a double-bladed lightsaber!)
-- Jedi Knight: Jedi Class with the Guardian or Jedi Sentinel trees.
GM Approval
-- Bounty Hunter: Scout or Scoundrel. Bounty Hunters are considered to be apart of Mandaloran culture.
-- Imperial Agent: Scout class, definitely.
-- Sith Inquisitor: I believe Consular and Shadow trees with Darkside Powers.
-- Sith Warrior: Jedi with Guardian and Sentinel trees with Dark Side powers.
***************
I'll need ten dots for interest before I put up campaign information. But you will need:
- Star Wars the Roleplaying Game: Saga Edition
- Knights of the Old Republic Campaign Guide
- Jedi Academy Training Manual
- Scavenger's Guide to Droids
- Starships of the Galaxy
*************
Points:
-- I am running an on board campaign already, that's true.
-- A traditional RPG gives us the ability to make our own story our own way. If you play the MMO, play the MMO, but we can make our own story.
-- If you play a Jedi or Sith, do research on each of the combat forms. Forms I-VII, actually. The Old Republic's fighting forms is very, very fluid. I want you to develop your own styles of Lightsaber combat. Soresu was developed to counter blasters, and Ataru is very much based on combat from Asian martial arts films.
--- Available races will be available in the campaign guide, as well as planets.
--- We won't be following any of the eight separate stories, as they are meant for one player. We will be making our own. :)
GM Elton |
sounds interesting. been a while since i played a jedi, but that was d20. Still a rookie with the saga rules. but im putting forth a PC concept.
Where is the info for the jedi shadow?
A Miraluka Jedi shadow.
Both the Miraluka and the Jedi Shadow talents are in the Knights of the Old Republic Campaign Guide.
Miraluka's stats are on Page 16 of the KotOR Campaign Guide, and the Shadow talent tree is on page 39.
GM Elton |
Nice. Lets see . . .
So far interest includes:
- Helaman
- SunShadow
- Lack of Focus
- Litchfield
- Tomcatmeow
- Shady Motives who says he must be a Jedi.
- Dewn'Mountain
- Mr. Bojangles
- DragonBelow
A hearty thank you for Xzaral for coming in. I'm sorry you no longer have your Saga books. However, I'm pleased that you are interested. Alright, that is nine, so I'm ready to see character concepts.
A further rule: You are welcome to use a a headshot of an actor who you will think will play your character in an actual movie. There is one rule: he must not be an actor who has acted in the films before. Samuel L. Jackson and Harrison Ford are out. :)
Edit: You are starting at level 1. As for a starship, they are pretty much out of your league for starting characters -- unless something weird happens (like a Sith trading a spaceship for your kaiburr crystal) to have a ship there are several other options.
Kaath Adak |
Sunshadow here with Kaath Adak, a drifter/refugee that focuses on survival and making do with whatever is currently in front of him. His primary focus would be learning how to work with the tech he has available to him (improving it, jury rigging, etc) with a liberal dose of survival tricks he pulls from wherever he can find them. I started him as a scout, with an eye toward intermixing scout and scoundrel levels, and maybe a few force adept levels eventually, though I don't see his ability to use the force as a major aspect of his character. It's mostly there to enhance his survivability, with powers and talents being limited to defensive measures applied to himself.
Eventually, he'll want a small transport to serve as a mobile home base, but for now, if he has a vehicle at all, it's simply a beatup speeder bike or airspeeder.
Going forward, I can also have him focus on a specific type of technology (ships, droids, computers, other vehicles) if other people submit similar characters to help reduce conflict.
One quick question, how do you plan on handling starting equipment?
GM Elton |
Sunshadow here with Kaath Adak, a drifter/refugee that focuses on survival and making do with whatever is currently in front of him. His primary focus would be learning how to work with the tech he has available to him (improving it, jury rigging, etc) with a liberal dose of survival tricks he pulls from wherever he can find them. I started him as a scout, with an eye toward intermixing scout and scoundrel levels, and maybe a few force adept levels eventually, though I don't see his ability to use the force as a major aspect of his character. It's mostly there to enhance his survivability, with powers and talents being limited to defensive measures applied to himself.
Eventually, he'll want a small transport to serve as a mobile home base, but for now, if he has a vehicle at all, it's simply a beatup speeder bike or airspeeder.
Going forward, I can also have him focus on a specific type of technology (ships, droids, computers, other vehicles) if other people submit similar characters to help reduce conflict.
One quick question, how do you plan on handling starting equipment?
Well, make your 3d4x250 credits roll.
I'll decide what starting equipment is when everyone turns in their concepts. :) I checked your stuff -- it looks like you may need the wealth talent from the Noble class to afford everything at 1st level at first glance.
There's something else. This group may have one or two jedi in it (depending on how Dewn Mountain and Shady Motives design their characters). If you are Force sensitive, one or the both of them might try to persuade you to take levels in Jedi with the whole "Learn about the Force" speech. So keep your class options open.
Although from the outset, if you come across Sith (which is likely) one of them may sense your sensitivity and will try to recruit you or worse -- turn you to the Dark Side. Remember, Dun Moch is a viable fighting tactic.
Kaath Adak |
The current equipment list is not going to remain as is. It is simply left over from the character I copied the template over from, and I knew some of the stuff was going to remain, so I was waiting to see what to save myself some typing later on. It's much easier to delete the unused stuff or edit existing material than retype everything again from scratch.
As for the force, I don't see him really developing more than a few useful tricks because with a charisma of 10, his use the force skill is never going to be particularly spectacular. It's less he's opposed to the idea of formal training, as reasons for that could easily enough come up during the game, and more he's good enough to have some useful side tricks, but not really good enough to make it his focus. That being said, he was deliberately built to leave that option viable if it should prove the path that ends up making the most sense.
credits 3d4 ⇒ (2, 4, 2) = 8 x 250 = 2000 credits
GM Elton |
The current equipment list is not going to remain as is. It is simply left over from the character I copied the template over from, and I knew some of the stuff was going to remain, so I was waiting to see what to save myself some typing later on. It's much easier to delete the unused stuff or edit existing material than retype everything again from scratch.
As for the force, I don't see him really developing more than a few useful tricks because with a charisma of 10, his use the force skill is never going to be particularly spectacular. It's less he's opposed to the idea of formal training, as reasons for that could easily enough come up during the game, and more he's good enough to have some useful side tricks, but not really good enough to make it his focus. That being said, he was deliberately built to leave that option viable if it should prove the path that ends up making the most sense.
credits 3d4 x 250 = 2000 credits
Jeeze, they love using Charisma a lot. In a small way, it makes sense though. The Force is intelligent -- but if you look at it from another perspective, Wisdom makes a lot of sense as Use the Force's base stat.
First time I ranted about that.
Okay, 2,000 credits. I can give you a land speeder as a starter vehicle.
Kaath Adak |
Jeeze, they love using Charisma a lot. In a small way, it makes sense though. The Force is intelligent -- but if you look at it from another perspective, Wisdom makes a lot of sense as Use the Force's base stat.
First time I ranted about that.
Okay, 2,000 credits. I can give you a land speeder as a starter vehicle.
I suspect they did it so that people wouldn't dump charisma. It's a band aid on the gaping wound that is the lack of legitimate uses for charisma for most players.
Kaath Adak |
I've added a section that covers briefly the supplies I would picture Kaath having. Since the utility belt and field kit covered most of it, I simply listed those two things instead of every thing inside them, though not every item would be essential. The sunroll, multiple canteens, multiple breath masks, the large number of spare filters/canisters, etc. could easily be reduced or removed. The only absolute must have beyond basic survival gear would be the tool kit.
LackofFocus |
Race: Arkanian Offshoot
Class: Scoundrel(Run and Gun Talent Tree)
Jaren Fel is one of the member of what was supposed to be a slave race that developed more of an independent spirit. Jaren was created for a task like all offshoots, his was to be a bodyguard and personal pilot for a for Arkanian “Business” man. Jaren went on many dealing with his master seeing different worlds and cultures. During one of these deals Jaren’s Master got a bit arrogant with his business partner, this resulted in what would be Jaren’s last trip with his master. Jaren had 2 choices to die with him or to run and live to fight another day he chose to run. Using the skills he had been programmed with and those that he was shown he escaped the slaughter. From that point Jaren needed a new start. The next question to ask was where and how to get away from here.
Str: 10, Dex 16, Con 11, Int 14, Wis 10, Cha 12
Fort 11, Refl 16, Will 12
Feats
Point Blank Shot, WP: Pistols, WP: Simple Weapons, Precise Shot, Skill Focus: Pilot*
Skills
Initiative 8, Perception 5, Pilot 13, Use Computer 7, Mechanics 7, Knowledge (Galactic Lore) 7
Talent (Run and Gun)
Opportunistic Strike
Racial Traits
*Conditional Bonus Feat: Skill focus in one of these skills Endurance, Mechanics, Pilot, Survival, or Treat injury.
Determination: Once per encounter, they can reroll one failed skill check with a trained skill.
GM Elton |
Very cool, Elton!!! Been out of town visiting with family so not sure if I still have those manuals, buy very keen on participating! Won't be back home until tomorrow night. Didn't see a deadline for applications, Elton, so hopefully I'll have time :)
As soon as I have ten or more auditions to choose from, up to 15 concepts. That's enough to make 3 five person teams. I think I'll be looking at an ensemble cast of 5 (a T.V. series type campaign rather than a Movie type campaign).
Okay, concepts so far:
--------------------
So far those are the concepts I have.
Helaman |
Neimoidian Scoundrel 1
Init +2. Perception +6
Languages: Basic, Neimoidian (Pak Pak), High Galactic, Muun, Bothese, Huttese
Defenses
Ref 15 (Flat Footed 13) | Fort 11 | Will 13
Hit Points 18 | Threshold 11
Speed 6
Melee -1 | Ranged +2 | Grapple +2
Base Att +0
Att Options: Point Blank Shot
Str 8 | Dex 14 | Con 10 | Int 18 | Wis 12 | Cha 14
Special Qualities: Deceptive
Talent: Trace (Use Computer skill for Gather information Skill if has access to a computer)
Feats: Point Blank Shot, Skill Focus (Deception, Use Computer), Weapon Proficiency (Pistols, Simple)
Skills: Deception +12 (may reroll but keep the reroll), Gather Information +7 (+14 if using computer), Knowledge (Bureaucracy, Galactic, Technology) +9, Perception +6, Persuasion +7, Use Computer +14
3d4 ⇒ (3, 4, 2) = 9 X 250
Helaman |
Neimoidian Scoundrel 1
Init +2. Perception +6
Languages: Basic, Neimoidian (Pak Pak), High Galactic, Muun, Bothese, HutteseDefenses
Ref 15 (Flat Footed 13) | Fort 11 | Will 13
Hit Points 18 | Threshold 11Speed 6
Melee -1 | Ranged +2 | Grapple +2
Base Att +0
Att Options: Point Blank ShotStr 8 | Dex 14 | Con 10 | Int 18 | Wis 12 | Cha 14
Special Qualities: Deceptive
Talent: Trace (Use Computer skill for Gather information Skill if has access to a computer)
Feats: Point Blank Shot, Skill Focus (Deception, Use Computer), Weapon Proficiency (Pistols, Simple)
Skills: Deception +12 (may reroll but keep the reroll), Gather Information +7 (+14 if using computer), Knowledge (Bureaucracy, Galactic, Technology) +9, Perception +6, Persuasion +7, Use Computer +14
This is a 28 pt Build - the same used for Dawn of Defience.
If a 25pt build is needed, let me know.
Helaman |
Pencil me in for a Trooper.
While I love playing a Jedi, the Saga rules kinda suck for them.
Actually I think the Saga rules are better for them - they aren't the insta-win button they were before. They are, still, very formidable - no other class has talents (except the martial artist iirc) that can cancel attacks and Use the Force is an intensely useful skill. The flip side of this being that soldiers, scouts etc now have their chance to shine.
I played a Jedi in the old D20 version and I either felt it was way to easy and that the rules for deflect was such that the only way for me to be hit was a nat 20 but on a nat 20 I was going down.
Depending on the talents you pick, a Jedi by the time they are ready for the Jedi Knight Class, can have block, deflect, reflect and another talent in hand and enough force powers to be useful for a 'scene' worth of action. A house rule that bears consideration is allowing the Jedi to pick force powers on the fly rather than locking them in but overall the system is fine.
GM Elton |
Good, good.
Hopefully I'll get a few nobles. :) So far, the core is for an espionage type game, but with more jedi and a soldier, it's rounding out a bit.
Still, Mission Impossible or the A-Team Star Wars style is a possibility. You almost have everything. A leader, a computer expert, a vehicle expert, a gunslinger. All you are missing is a noble to be a point or face man.
GM Elton |
What is your stance on Multi-classing. NORMALLY you get one of the new classes feats but a common house rule has become allowing the player to take a class skill instead.
Sorry, I went straight back to sleep when I was answering this one.
I think there are too few skills in the RPG. Especially for the way they work. Either that, or there aren't enough classes. Because there are an infinite number of knowledge, craft, and profession skills.
I'm reading through the classic WEG Star Wars game right now, and that suffered from the same problem.
Nevertheless, the game works as intended and doesn't feel too radical to me like Fourth did. You can't force the 3 Star Wars RPGs to be Spacemaster, because the four of them are designed under different playing philosophies.
Okay, rant over.
Alright, let me check the Multi-Classing rules. It says you can get one starting feat, but your list of trained skills do not increase. Interesting.