Star Wars: Republic S.O.E.

Game Master Loup Blanc


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I'll update later finally starting to feel better.


Sith Lord of the Dance.


1 person marked this as a favorite.

Dance Sidious.


Chess here. Still working on my character. He's a more "spiritual" type of Jedi. :)


JDPhipps wrote:
Fixer, not sure if the GM missed this or if I'm forgetting something, but not ALL medium armor has 4 upgrade slots; the GM's ruling is that powered armor and the like gain an additional 2 over the standard for that arnor model. If your armor has that qualifier then you're fine, but otherwise it would still have the two slots as normal.

I did indeed catch that. I'm using Krail-210 armor from SaV; it is in fact powered armor.

@GM- My argument for the stack would be that in the Tech Specialist feat, one line above the Improved Damage section, it lists the bonus for Improved Accuracy as an equipment bonus. It lists Improved Damage, however, as an untyped bonus. This occurs in every instance of the listing of the Tech Specialist feat; the web enhancement as well as Starships of the Galaxy (pg 21).

Similarly, in Scum and Villainy (pg 24), the Superior Tech feat lists Superior Accuracy as an equipment bonus, while still listing Superior Damage as untyped.

The rest of the tree seems to be very specific to me; armor's equipment bonus to Fortitude Defense, armor bonus to Reflex Defense, etc.

For the designers not to have listed the damage bonus as the correct type in three different instances seems quite strange to me. My belief is that only the attack bonus was mean to be an equipment bonus and that the damage was mean to be untyped and stack. Seeing as I just woke up I haven't had time to do my proper research but having been looking over the books I feel as though Personalized Modifications and Improved Accuracy might be the exceptions rather than the rule in granting an Equipment Bonus to damage; I seem to recall *most* bonuses to damage (and attack for that matter) being untyped, unless they came from a specific piece of gear rather than a feat or talent. There has also been errata for Superior Tech changing the bonus of the Superior Protective Armor section (increasing the bonus), but there has been no errata for Tech Specialist or Superior Tech in regards to the type of damage bonus it grants.

That would be my argument!


@GM- the computer interface visor and ambient aural amplifier were actually from a previous build that made their way to the current one, so I went ahead and deleted them.

I also added an entire bit to Fixer's contribution on the mission, which I think would serve as a good segue into the actual game and a fair sample of my style. It's added onto the last question on Fixer's page, but I'll include it here for your convenience.

More RP!!!:

ONE MONTH LATER

Most of the time, when on a mission, Fixer would take a moment to appreciate the world he was on. Nearly ever planet in the galaxy had it's own beauty and charm. This time, he barely even registered that the soil here was different from Coruscant. He was filled with terrible purpose.

Fixer had been a man possessed in the briefings and on the flight over. He barely remembered the names of the people in his squad, but he was aware of their capabilities. They would come in handy, all of them, but Fixer was up first. The Sith forces had set up shop in a clearing in the forest, where they would not be disturbed by the local Fallanassi. They had deployed a mobile command center, a unit that could be retrieved by a larger ship when they were done on the planet. According to their recon, the Sith already had several outposts, setting up patrols and watches. Trask's intel, however, suggested that at 0300 hours Galactic Standard, a small garage on the east of the base, one they used to store speeders, would be ripe for infiltration. Only six Sith soldier would be let out on patrol, and most of the base would be asleep. That same intel let Fixer know that the entrance to the base was shielded, and he knew that not all of his companions would be skilled enough to bypass that on their own. No, Fixer would have to get in, deactivate the generator for a couple of seconds at a specific time, then bring it back online. Before leaving, Fixer made sure his and his companion's chronometers were synced up. They'd only have one chance of getting this right.

It was time for Fixer to ply his trade.

Creeping up to the base in the cover of darkness was easy enough. Once he found a good spot, he glanced up, looking for an ideal spot. Peering through his integrated electrobinoculars, he found what looked to be a sturdy communications tower in the yard of the garage, and Fixer made his way through the dense foliage, getting in range of the garage. Fixer drew one of his favorite weapons, his modified pistol. He pressed a switch above the trigger with his index finger, and a soft mechanical whirring informed Fixer that his lovely weapon was ready. Fixer held the gun up, gazing through the targeting scope and drawing a bead on the communications tower.

He waited.

Not five minutes later, Fixer saw the telltale shimmer of a shield being activated. His finger found the trigger, his muscles tensing as he waited.

My timing will have to be perfect.

Fixer tore his gaze away from the targeting scope, taking care to keep his hands still, and watched the now unshielded entrance to the garage. He couldn't quite see in the yard, but the telltale scream of a speederbike engine was music to his ears.

One speeder exited the base.

Two. Three.

At the fifth. The grappling hook is a solid projectile and it will take time for the gun to pull me up. I must not get caught outside the shield.

Four.

Five.

Now!

Fixer, faster than though, made sure he had his target and fired. The tiny sound the grappling hook might have made was lost in the roar of the speeders. The gun immediately began it's work, powerful gears and servos pulling Fixer along. The moment the sixth bike left the base, Fixer's feet left the air, pulling him over the southern wall and into the air of base. Two seconds after he'd cleared the wall, he saw the distinct shimmer of a shield reactivating. Beneath his helmet, Fixer grinned.

I'm in.

Fixer reached the apex of his climb, but did not disengage his device. He was perhaps twenty feet above the ground; he'd have to let himself down slowly with the gun if he didn't want to make a sound. First, he surveyed the yard. Trask's intel, as always, had been good. There wasn't a soul in yard.

Making sure no cameras had a view of where he'd set down, Fixer began his descent. As soon as he set down, Fixer crouched, beginning to work his bracer computer. After a moment, he was able to break into the system well enough to get the layout of the base. That would do for now.

Making his way to the nearest door into the base, Fixer knew that the generator room was to the north. The barracks were, thankfully, located on the other side of the base, but he would still have to be careful.

Almost miraculously, Fixer encountered no difficulty making it to the generator. He had heard footfalls down a couple of corridors and had had to move quickly more than once, but that was par for the course. He almost couldn't believe he hadn't had to stun anyone yet.

The generator room itself was simple. A basic, easy to use control panel sat in front of a large generator. Checking his chronometer to made sure he had the time, Fixer decided to ensure that they had an emergency exit in place. He went around to the back of the generator, finding an unobtrusive spot on it's underside, and planted some detonite. Fixer keyed it to a manual trigger; he preferred timers, but he had no timetable to this specific operation beyond getting his team in here.

The task took up most of Fixer's time, and he hurried over to the panel, counting down the seconds.

Three...two...one...now!

Fixer flipped the lever, deactivating the shield around the base. His eyes stayed glued to his chronometer, counting out the seconds.

One...two...three...four...five!

Five seconds. That was all they'd had. Fixer hoped it would be enough. He didn't really want to tackle this base solo.

Fixer carefully picked his way back to where he'd entered the base and, to his relief, found his comrades in the yard awaiting him.

He made his way over to them and spoke quietly.

"Phase one complete. Generator is tagged. Ready for phase two."

And if I see that pig Tarrant, well, this might just be the best day ever.


F. Castor wrote:
Dance Sidious.

Or Darth Sinuous?

Akatsu Horami wrote:
Chess here. Still working on my character. He's a more "spiritual" type of Jedi. :)

I read you, and my apologies--I meant to respond to you sooner, but things have, as always, come up IRL. I'll read things over and continue our conversation shortly!

CircadianRythms wrote:
...That would be my argument!

A fine one it is, and one I'd thought of myself since posting that. Damage bonuses are also usually pretty small in Saga, so stacking them together isn't horrible. Therefore, I'll allow Personal Modifications and Improved Damage to stack (although it still doesn't work with Improved Accuracy, since that's also an equipment bonus). I also appreciate the addition of the RP segment, so thank you for that!


GM Loup Blanc wrote:

Alright, the long-awaited response post is finally here! The order is simply the order in which I had tabs for characters open; I did make use of F. Castor's wonderful compilation lists, but things also got shuffled around a little as I looked for other (primarily newer) posts. If I've skipped over your submission somehow, I deeply apologize; please post in letting me know and I'll get to you as soon as I can!

GM- Fixed Force Powers (they remained mostly the same; I actually had taken too little Force Powers based on my mistake, so it worked out pretty much identical to what it was!)

Modified backstory to reflect both an earlier, pre-Treaty conflict with Lerek and Darth Lachris as well as editing the relationship with Bela.

Modified "Why are you on this mission?" to reflect more specificity with Lerek Serrus because o yaaaaaa get me all up in his face!


GM Loup Blanc wrote:


CircadianRythms wrote:
...That would be my argument!
A fine one it is, and one I'd thought of myself since posting that. Damage bonuses are also usually pretty small in Saga, so stacking them together isn't horrible. Therefore, I'll allow Personal Modifications and Improved Damage to stack (although it still doesn't work with Improved Accuracy, since that's also an equipment bonus). I also appreciate the addition of the RP segment, so thank you for that!

Whoo! Now I just have to hope I get in!:D


I added a little bit to my answer to question 3. A bit more specificity on where Joran is now. Hope it's a bit more what you were thinking.


Included that armor bonus, sheet is now updated.


Quote:

Mechanically you look fine; you couldn't take Gimmick and Master Slicer at the same level, but you could shift Gimmick and one of the talents you took as a 1st-level Scoundrel without any trouble. The same is true of Jury-Rigger and Tripwire: not technically doable as you have it, but small shifting of talents works out fine. Your equipment looks good as well, although I feel I should note you haven't purchased anything to go in your hypoinjector--although I'm guessing that's intentional.

Your backstory looks solid as well, and moving from recon to SIS to the new SOE seems fitting. I appreciate the specificity in your answer to question 3.

Hah! I worked out my Feat progression and Talents on an excel sheet and spent an inordinate amount of time moving things around so that they'd be perfect. And then, in my infinite wisdom ignored that work and just plugged them in willy-nilly.

And yes, there's nothing in the hypo-injector at the moment. I'm not actually sure what I would buy as far as doses, and I figured I'd wait to ask if I got invited to the game. ;)

All fixed!


I wish there were more melee weapon upgrades. I think there's only two available. Loup's right that the Exotic Weapon thing is pretty bad for me since all I wanted it for mostly was to make new upgrade slots for my weapon.

I'll see what I can do about the Dex thing, forgot I needed that.


@GM- I did make a couple of gear changes to Fixer. I decided to go with more integrated equipment slots and got a normal aural amplifier and a computer interface visor integrated into the armor. Conceptually, I'm viewing Fixer as having almost an Iron Man-like suit of armor. All my costs and credits have been updated accordingly.


meanwhile, I found another charge feat that I somehow missed.


GM Loup Blanc wrote:
I read you, and my apologies--I meant to respond to you sooner, but things have, as always, come up IRL. I'll read things over and continue our conversation shortly!

All good! Let me know.


Both are mistakes - amended! I think I just added the bonus feats when I multi-classed into noble instead of adding them to the list I could choose from. Added armour (light) as 3rd level feat and removed running attack :(
Mesh underlay is gone - reading fail on my part.

I believe my levels went: Scoundrel, noble, scout, scoundrel, noble, scoundrel, noble, ace pilot. His life hasn't been as erratic as that appears, if you imagine something closer to taking 6 levels of 50% scoundrel/50% noble to reflect the dual nature of his business. level 6 & 7 could be wrong way round, but I don't think it matters.

Probably doesn't matter much, but are there any widespread trade type languages I've missed?


GM Loup Blanc wrote:
** spoiler omitted **...

Thanks very much for the feedback! I've been dealing with the flu but I'll try to get the background tweaked in the morning.


GM Loup Blanc wrote:
F. Castor wrote:
Dance Sidious.

Or Darth Sinuous?

Natalie Portman was in Black Swan... it all makes sense now!

In regards to Alaric's backstory, I'm going to write that up in full tonight and post it to his alias.


GM Loup Blanc:
Regarding lightsaber damage, Callum is wielding the lightsaber two-handed, as there is little to no reason not to do so. Thus his Strength modifier is doubled, so +1 from Strength becomes +2.

As for a specific obstacle, that would have to be the sensor and defense automated systems standing guard so to speak in space and over the general position of the facility Kaul Wren is held. It would not do to simply land the ship half a planet away, so a pilot who has navigated such dangers and passed through such obstacles in the past is a valuable asset, especially one who has the Force guiding him. On the way in, where care and subterfuge is needed, he can easily pinpoint where the automated systems are most focused (Instinctive Navigation, the operate sensors part) and use the nearby asteroid field to fool the detection systems and make his way to the planet (Stealth). On the way out, after the mission is completed, he can do the same, though with speed being a necessity, he can avoid blaster fire and missiles (Evasion and perhaps Vehicular Combat if that happens to be the GM-granted bonus feat) and calculate the quickest way through not only real space, but also hyperspace (Instinctive Navigation, the astrogation part).


All changes are made, Alaric is good to go.


Hopefully I'm fine too :)


Alright everyone, at this point I'm putting out the final notice! I'd say this is the 24 hour cutoff point, but chances are I won't be making decisions precisely 24 hours from now. Rather, consider this your day-and-a-half notice: I expect to be making my selection tomorrow evening, once I'm back at school.

This doesn't mean your characters have to be 100% mechanically complete and correct at that point, although that certainly helps, and does make an impression. It does mean that at that time I'll need a very firm idea of where those mechanics are, though, and what you're doing with the character. You also need to have fully met my expectations regarding everything in this recruitment--that includes responding to my notes if applicable. Ideally you will have posted recently as well--say, since those notes went up. That said, once we move into Discussion, there'll be chances for some final touches and tweaking in the day or two before we kick off Gameplay. (Probably a day--Monday will likely be hectic for me, but Tuesday is open until the evening.)

This is going to be tough to narrow down, because there have been a lot of great submissions from a lot of great people. I can already tell that no matter what group I end up with, it's going to be enjoyable.

This notice does mean recruitment is closed to new interest.


Woohoo! Now the real wait begins.


An end for some, a beginning for others.


I'll respond to your last PM within the day and finalize my equipment as well.


OK PM sent and equipment done.


I hope I get to swing my hammer of...justice?


This should be the last list, seeing as recruitment is now closed to new interest.

adsapiens: Akatsu Horami, Male Kel Dor Jedi 7/Jedi Knight 1

aptinuviel: Qal Orne, Male Human Scout 3/Scoundrel 3/Jedi 1/Saboteur 1

CircadianRythms: Istian "Fixer" Panteer, Male Human Scoundrel 1/Soldier 6/Gunslinger 1

colin spear: Gorshym, Male Wookie Soldier 4/Jedi 3/Force Adept 1

Dennis Harry/Storyteller Shadow: Hugo Lightbringer/Trevan Darksome, Male Human Scout 1/Scoundrel 1/Jedi 6

dragonhunterq: Tavin Gunn, Male Duros Noble 3/Scoundrel 3/Scout 1/Ace Pilot 1

ElegantlyWasted: Tiric Nuruodo, Male Chiss Jedi 7/Jedi Knight 1

F. Castor: Callum Vorn, Male Human Scout 1/Jedi 7

JDPhipps: Alaric Quor'ran, Male Human Jedi 7/Jedi Knight 1

Joy: Vintressa, Female Nautolan Scout 3/Scoundrel 1/Soldier 3/Bounty Hunter 1

Joynt Jezebel: Dead Mona, Female Givin Noble 3/Jedi 3/Soldier 1/Force Adept 1

kamenhero25: Jal Raxis, Male Rattataki Jedi 2/Scoundrel 5/Crime Lord 1

Phntm888: Joran Gres, Male Human Scout 5/Scoundrel 3

rhalwarlock/Rhal, the Styx Boatman: Kane Malgum, Male Human Scout 1/Soldier 1/Jedi 5/Imperial Knight 1

rungok: Pato Bendo, Male Ithorian Jedi 7/Force Adept 1

Sundakan: Savage Krayt, Male Trandoshan Soldier 7/Gladiator 1

thunderbeard: S-5K, "Male" Droid Soldier 4/Scoundrel 3/Gunslinger 1

Vrog Skyreaver: Khrr, Male Wookie Soldier 8

YoricksRequiem: Takesh, Female Sluissi Scoundrel 4/Soldier 3/Gunslinger 1


Been a busy weekend, I'll try to retool Krayt a bit today.


Okie doke.

Revised sheet.

Everything should be in order except Will bonus (it keeps wiping the Misc bonus for some reason) and gear (I'll probably spend what I have left on a Concussion rifle and some grenades or something if I get a slot).

Slightly Revised Krayt:

Born Larrussh, son of Trassk on planet Trandosha, Krayt was brought up as all Trandoshan children were, with a comprehensive eductaion in the art of hunting.

Unfortunately, Larrussh sucked at it. Clumsy, loud, and unable to distinguish the tracks of a human and a momong, Larrussh was a disappointment to his people. Disgusted, Trassk sold his useless son to the highest bidder, and he was acquired by a Hutt crime lord (at a bargain price) and taken to the planet Nar Shaddaa.

Being told the boy was useful for little more than manual labor, his master put him in the gladiatorial pits, figuring he'd make an easy opening act for the true gladiators. Armed with nothing but a vibrodagger he faced off against a fully armed and armored adult...and won, using his own arm, severed in the fight, as a club to beat the man to death in desperation. It is suspected that the other gladiator stopped fighting in abject shock at this unorthodox fighting method, and recovered too late to save himself.

Larrussh came to be known as "The Savage", and was a sleeper hit of that day's games. Pleased, his master gave him a few days to recover and actually had someone teach him the basics of combat, an area where his natural strength outweighed his equally natural lack of grace. As time went on, Larrussh built up quite an impressive win record, and started referring to himself as "Krayt", a reptilian heritage he felt he had more in common with than his actual race. The Savage Krayt became the main event in the arena, and he fought for over a decade as the reigning champion.

This increased prestige also brought him increased freedom, and Krayt eventually seized his chance to run, brutalizing anyone that got in his way. Seeking a more moral use for his only skills he joined the Republic. While at first his talents seemed best served as a mere front line grunt, Krayt soon proved to be smarter than he looked, if largely uneducated. His capacity for quick learning got him considered for more advanced training and potential officer-ship, but an argument was made that while he is not particularly stealthy, his style of combat and keen instincts were well suited to more specialized missions (a punch makes even less noise than a blaster and is much easier to safely use in the confines of a ship or cramped office room, and his skill set was as well suited for traversing and surviving an enemy base as any battlefield). He was given a chance to prove himself on this mission: Extract Kaul Wren and bodyguard him until he was safely back in friendly Republic territory. The results of this mission will decide his future.


Hey all, moving back in today was a little more complicated than anticipated, and ate up some extra time. Between that, needing sleep for class tomorrow, and the site being a bit wonky in the past couple hours, I'm going to hold off on posting the selections until tomorrow afternoon. That said, I will positively let nothing stop me from doing that, and I have a pretty good idea of the group. So stay tuned and I'll be with you soon!


Alright, everyone: the time has come. I want to say first and foremost that this has been one of the toughest recruitments for me, as there was a bigger turnout than I expected, and I was pleased to see a lot of fantastic submissions. It was really hard to narrow the group down, and I wish I could have brought in more of you, but for my own sanity and the sake of the game, I had to keep it to six. And that lucky half-dozen is:

Alaric Quor'ran
Callum Vorn
Jal Raxis
Joran Gres
Trevan Darksome
Vintressa

Again, there were a lot of really good submissions. I know that some GMs offer feedback to those who didn't get into a game, but that's not something I enjoy doing, and for this recruitment in particular I'd rather not try it--with the number of great submissions, it came down to a lot of tiny factors that I'm not sure I could really put into words that make sense to anyone else. Suffice to say that you folks put together a lot of great characters here, and if the time comes when we need replacements, want to add people, or I open another game along these lines, I look forward to your offerings.

For those of you who I listed above, please report to Discussion, and for the rest of you, thank you so much for participating in this recruitment. I really do hope to see you again and get to game with each and every one of you at some point.

THIS RECRUITMENT IS NOW CLOSED.


Well, I guess 11:30 PM is still TECHNICALLY the afternoon. ;)

Congrats to everyone that got in. Perhaps the Savage Krayt will rise again, some day.


Good luck for the selected people! Have fun!

For the non selected: do you guys want to get together and see if we can find a GM? So many awesome characters! And I'd love to play mine.

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