Star Wars: Spheres of the Force (GM Terrigan) (Inactive)

Game Master Syrus Terrigan

Initiative Rolls Block:
Zargro [dice]1d20+3[/dice]
Zev [dice]1d20+3[/dice]
Hayden [dice]1d20+4[/dice]
Theta-Zero [dice]1d20+3[/dice]
Vadi [dice]1d20+3[/dice]
Rhea [dice]1d20+3[/dice]
Le' [dice]1d20+3[/dice]

Perception Rolls Block:
Zargro [dice]1d20+5[/dice]
Zev [dice]1d20+6[/dice]
Hayden [dice]1d20+4[/dice]
Theta-Zero [dice]1d20+4[/dice]
Vadi [dice]1d20+5[/dice]
Rhea [dice]1d20+8[/dice]
Le' [dice]1d20+3[/dice]

Initiative Order: --


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I don't remember if vibroblades were ever finalized, here are some weapon stats. If you don't want something with reach, maybe a Gamorrean War Axe could work?


Custom Weapon Training is basically ideal if you have 2-3 weapons you want proficiency with and they're not part of a standard list. ^^


Okay, guys, tell me what you think so far. Something lacking? Details you want to see? I'll be adding more, possibly, if details come to my head, like "oh, wait, and he's got a memento from his Master" or the like.

Christon Rynx:
A few years ago, Christon was a young padawan who excelled in the fine art of lightsaber fighting. He was about to be promoted to Knight status when word reached him that the Sith were back into Republican space. His master was one of the first casualties of what later would be known as the First Jedi Purge.

Master Orwen was a sensible and cautious tutor, providing advance for Christon in whatever areas he felt the boy was strong while also trying to strengthen the other, weaker points. He was a follower of the Unifying Force, though a sensible enough one to not influence too much on which aspect of the Force young Christon would end up revering, if any. Actually, the last thing Orwen did before going on a mission alone was sharing with his padawan a Force vision in which Christon recognised himself with some unknown people in a familiar enough planet. ”When I am gone, this is bound to happen” were Master Orwen final words to Christon, though he didn’t know at the time.

Jedi after Jedi fell under Sith hands, until Master Surik put an end to it and rallied the remains. By that time, Christon had been hiding in Hutt space, “flying low”. He was about to go back to Coruscant when he was shocked by what he saw: a Devaronian, a Twi’lek and a human, same as in the vision granted by Master Orwen’s ritual. He immediately delayed his departure and decided to observe the group from a distance, thinking of a way to address them.

Christon is a quite bland guy physically speaking, and somewhat forgetful if we touch the mental thing. He has nice reflexes, though, and from an early age he learned how to apply them to fighting techniques. As a result, he’s a very good lightsaber duelist, and Master Orwen was training him in that direction, showing him the basics of some of the Forms. Christon also has a knack for getting into trouble, especially when he forgets the small details of the matter at hand. On the other hand, his moral flexibility has helped him getting out of these troubles in a place where criminal organisations and violent acts are part of everyday life. It’s not that he’s not a good guy, but he believes that sometimes one has to look for the greater good and forgive some minor deviations.


Jereru --

1) I have taken the liberty of putting my own "Exile" character into Meetra Surik's place in the official story. Not that it really matters, per se, but it's a DMPC you *won't* ever meet. I just wanted to take the opportunity to illuminate an aspect of my own "narrative license".

2) I truly appreciate the nod given to the Living and Unifying aspects of the Force. Good on ya.

3) Considering that at least four years have passed since the destruction of the Conclave on Katarr, I'll definitely need a narrative hook to explain why Christon wasn't present.

4) We could easily insert this character as one of Hayden BeShawn's (the previous Jedi team member) contacts on Nar Shaddaa, and that Christon missed meeting up with him because the only speeder pilot he could find in the moment was drunk . . . . And, therefore, when you crashed in the Breaker's Sector after colliding with Spice Rush, you've been on the ground helping the commonfolk as much as possible while awaiting the return of the trio you saw in the 'shared vision'. (This is a tie-in to previous events in the narrative. It also opens an intriguing possibility -- making this a "two-table" game . . . . More on that another time.)

----------

In summary, I think the only wrinkle we need to address is the explanation for Rynx's absence from Katarr when Darth Nihilus made landfall. I look forward to reading how you tease out that narrative thread!


Christon never met the Exile, he wasn't able to go to Coruscant. Working on reasons why he never went there or to Katarr.


Maybe I confused you. I was only pointing out that in *my* version of the events of KotOR II, it wasn't Meetra Surik that was the Exile. That's all that was about. :) I'm still running with my favorite randomly generated name for my Jedi sentinel -- as close to a Mary Sue GMPC as I can get in this game. :D lol

EDIT: I'm about to review more of the character ideas, and will post my feedback here. :)


Doomed Hero --

RE: Telekinetic Force-sensitive --

One of our exiting characters is a refluffed sanctified slayer inquisitor specializing in telekinetic powers (a Zeison Sha, to be more specific). I was planning on allowing the teamwork feats to be dropped in favor of the SoP protokinesis feats (which are COOL). Tweaking some of the other class features is easy.

I think most any 3/4 BAB mid-casting class could serve you well, and it rather neatly sidesteps some of the issues presented by a straight port of the kineticist class (not that i'm opposed to it, but it's simply easier for me to parse the mechanics if we use parallel chassis, is all).

Also, as is the case with Vadi, our eliciter, we can easily arrive at a character with an intuitive grasp of the Force, so there would be less dependence upon any specific Force tradition, if you'd prefer.

Keep working at it! :)


Sir Longears --

RE: Divided Loyalties Master Cannoneer --

Dude. I love this character concept. Complex background, interwoven narrative elements, and a big frikkin' gun.

Barrage/Sniper conscript? All-martial paladin? Heck -- we can get a gunslinger going, even.

I'll get started on a hamadryas conversion for the racial rules. Do some work on that on your own, too, and we'll meet in the middle.


*Peeks in* I'd recommend against Gunslinger, myself. There's an archetype for that, but the Gunslinger's real strength is in maximizing their number of attacks per round, and that doesn't too play nice with the Practitioner focus on standard actions. Conscript is good if you want to be a full-on martial character, though Technician is good if you fancy tinkering with your gear (they can noticeably improve firearms of all kinds).


The technician may be my favourite class ever made, but it does take a bit of effort to get everything working as there are so many options.

Scarab Sages

For my character's species, I find myself interested in Verpine, Xexto, and Quermian...


Ok, here we go:

Fluff wise:
As Christon was an advanced Padawan, he might have been fulfilling some tasks for his Master while he went to Katarr (that was when Darth Scion ate all the planet like a bucket of buffalo wings, right?). Christon is not very face-y, but he's a good investigator (hihj Wis) so maybe Master Orwen had to go but (and that's a big but and I cannot lie) he had a bad feeling (which seem to be a thing about Orwen) that it might be trouble. So he sent his Padawan to investigate elsewhere about the matter and communicate whatever he found to him, also preventing Christon's death in case his suspicions were confirmed. Maybe that's when he was sent to Hutt space, which seems a nice place to hide. Christon, of course, couldn't find anything (or, more dramatically, could but didn't make it on time). All of this could be adapted depending on if the purge was before or after Katarr's events.

About the years passed between the purge and now, Christon might as well been quite wary about leaving his place. Even with the Triumvirate dead, that doesn't prevent some remaining Sith agents from trying to finish their tasks. Quite possibly, he got wrong information on the subject or no information at all and, with nearly no Jedi around, someone like him would have been easily detected. There's also the possibility that he got involved in some matters here, at a personal level. What about getting into Twi'lek slavery problems, trying to liberate some people from an unfair Hutt master, maybe getting too personal with a beautiful Twi'lek lady in the proccess? Jukurrpa, she goes by that name, and they were about to flee together to Republic space when she decided to betray him and tell the Hutts (the Devil take the women for they never can be easy)... That would have cost him years of buying his own freedom (or maybe he got to escape and is actually fleeing the cartel, right?).

Mechanic wise:
Ok, I'm going to be a human. From what I've read, that would be either +2 to two scores or some skills, I'll see in the future.

About being a Guardian, I've read something about Mageknight, but I'm not too sold on that. What the Mageknight does is let you choose Martial Talents with your Magic Talent slots, but the class is a Low Caster, which means splitting an already lacking array. We could do several things:

-My first idea is choosing a martial class and multiclassing with a magic class. It might be a bit too open, but lets you more freedom. In my case, I would go Conscript or Sentinel, and multiclass 1 or at most 2 levels in Incanter or any other. This also represents that a Padawan's training is in no way near finished at level 1.

-We could also take a class like Mageknight or similar and give it a boost to one of the player's choosing progression: practicioner level or caster level. So, for example, a Martial Mageknight would choose between being a Proficient practicioner or a Mid caster. use that progression to learn talents (which he can spend in martial or magic things). So if he chooses to be Proficient, he's a Low caster; if he chooses to be a Mid caster, he's an Adept practicioner. That is the Mageknight, which really fits well with a Jedi, but we could use an Inquisitor, Warpriest, or any other mixed class. Then if you want to go Consular full casting, you'd pick a High caster class. There shouldn't be full martial class as Jedi, since you need the possibility of casting things like Sense, Control, etc that are basic powers taught to Padawans from the beginning of their training. Thoughts on that?

Dark Archive

GM Terrigan wrote:

Sir Longears --

RE: Divided Loyalties Master Cannoneer --

Dude. I love this character concept. Complex background, interwoven narrative elements, and a big frikkin' gun.

Barrage/Sniper conscript? All-martial paladin? Heck -- we can get a gunslinger going, even.

I'll get started on a hamadryas conversion for the racial rules. Do some work on that on your own, too, and we'll meet in the middle.

I'm glad to hear that! I'm looking forward to playing in a Star Wars game.

About the Hamadryas conversion, actually I think we could simple go human, perhaps with only a tiny racial trait. After all, my character's father (Haydel Goravvus) was only half-hamadryas, and his mother was human, making him 1/4 hamadryas. I picture him as mostly human with his skin slightly green.

Crunch-wise, as you said, we could go in many different paths. I'll provide you a much more lenghty background... I'm just waiting for the building rules, since I always interwine crunch and background (after all, if I have a given skill, my PC must have a plausible way to have learnt that).


Heads-up, gang:

I'm gonna be on the road quite a bit over the next three days. I don't know when I'll be around again.

Worst-case: reverse engineer the build specs off of Rhea's and Vadi's characters. If I can, I'll have them posted early tomorrow morning.


I will leave Rhea at Level 1 for the moment, then. I haven't actually added her levelup to her profile, so it shouldn't be TOO hard. XD


Well, Rhea is a Sage, that's a 1/2 BAB class so... (I'm actually playing one in a game you're also in, Rednal :) ). Vadi is an Eliciter, that's a mind f*cker, so also far from what I thought.

I'll be around here then, no hurries for me.


Hate to seem pushy but did you have any feedback for Vruakehnchuwr, be it fluff, my thoughts on the Wookie race, or the mechanics of the character @GM Terrigan?


Don't worry, Aipaca -- I'm getting to ya! :)

Prolly tomorrow for my feedback.


Wookiee Brainstorming

Humanoid (Wookiee)
Medium size
30' movement speed; 20' climb speed (+8 racial bonus to Climb checks)
Hatred: +1 to all attack rolls vs Trandoshans
Claw attacks (as Medium creature)
Low-light vision
Wookiee ferocity (as orc ferocity -- may act as though disabled for one round after HP are reduced below 0, etc., etc., etc.)
Wroshyr-born: Wookiees get a +2 bonus to Acrobatics checks to cross narrow surfaces, and to saves/checks vs altitude fatigue and altitude sickness
Wookiee weapon familiarity: bowcasters, ryyk blades, a couple others to be determined . . . .

NOTE: Since we're using an HP/WP paradigm here, the Wookiee ferocity feature would kick in at the WP threshold -- WP damage equal to Con score, effectively. I'm trying to sidestep clumsiness here, but . . . . Well, you see the issue. Right?

That brings the total to 10 RP -- which is right where I want it. It's not the most graceful of designs, but . . . we *are* talking about Wookiees, here.

Thoughts?


Verpine Brainstorming

Monstrous humanoid (Verpine), gain 60' darkvision
Medium size
30' speed
+2 Con, +2 Int, -2 Cha
+1 natural armor
+2 Craft/Profession (weapons manufacture)
+1 Disable Device/Knowledge (engineering); proficient with personally crafted weapons
+1 Knowledge (dungeoneering), underground Survival checks
Radio wave communication/reception, 1-mile radius


As soon as I dig up the old human racial stats post from the original recruitment thread, I'll get a quick-block drawn up for a hamadryas-bloodline human. For now, I'll just say this:

Instead of the 'Integrated' racial feature, a hamadryas-bloodline human would instead receive 'Photosynthetic Endurance' --

"You may go without food for three times the normal limit before being required to make Fortitude saves/Constitution checks to resist the effects of starvation."

This dovetails rather nicely, I think, as the green pigmentation on an otherwise-human figure negates the "blends in" factor of the ubiquitous humans, and then offers a nod to the mechanical advantages of plants in Pathfinder as a whole.


Okay, I've had some free time:

Jedi Guardian

I'll try to do the same with Sentinels and Consulars.

Now, for all Jedi to see...:

Jedi Knight Martial Tradition

-Jedi Weapons (this should include lightsabers and all that jazz)

-Choose one between Unarmored Combat and Armor Training (basically choose between going naked or wearing supercool heavy armored robes)

-Choose one between the following base spheres: Fencing, Shield, Athletics and Duelist (Choose your initial Lightsaber Form, Shii-Cho, Niman and Juyo not included)

-Choose one between Spear Dancer and Throwing Mastery (a further specialization, in case you wanna go Darth Maul or throw your saber and make it fly back)

Let the stones of constructive criticism rain!

Scarab Sages

I've been looking over the Dual Wielding sphere and I'm starting to wonder: Why would anyone pick Combo Maneuvers over Brutal Combo and Tricky Combo? Either way, you're getting a maneuver plus an off hand attack, but with Combo Maneuvers you take a -2 penalty to both rolls.


Well, there are some other talents which require you to use your Dual Attack ability, which is what you do with Combo Maneuvers. Brutal Combo and Trick Combo just let's you make an off hand attack instead. Also, Combo Maneuvers cover all the combat maneuvers of the other two with only one talent investment.

Also, compilation of things, with small changes to make it all a bit more standard:

Jedi Traditions (Martial and Caster)
Jedi Guardian Class (based on the Conscript)


Thanks for the feedback Terrigan! Looks good on the wookie angle, what stat adjustments were you thinking? And any other narrative-based feedback?


Any news around here?


Actually, Jereru, there is.

Folks, I thoroughly regret the need to make this announcement, but I cannot delay it any longer --

I have just gotten a new job, rife with opportunity for advancement --advancement that I desperately need. The logistics of my commute and the particulars of the rules and regulations there are such that I will not be able to continue this game as planned. For the foreseeable future, all gameplay is hereby suspended. I simply cannot carry the game forward in an effective manner.

That being said: I would be more than happy to step aside for someone else to take the reins.

----------

Much of this can be laid directly at my feet, separate and apart from the demands of this job (and, hopefully, *career*). I have failed thoroughly in terms of development and ease-of-use in providing access to all the relevant information for this game. I have not driven the game forward in a profitable fashion for my current, steady players, in my estimation.

I feel that I've failed to deliver all-around.

You all deserve a better GM than I have been, and than I can be, at the present.

------------

I'm not going to make campaign inactive until after we've had a chance to discuss things as a group -- current players and player candidates, both.

If any of you see some hope for this effort, in any capacity, I strongly urge you to speak up.


It was not a failure! It was lots of fun while it lasted, and there is no shame in admitting that Real Life comes first: the CR of real endeavours is far beyond any that can be found in Pathfinder.
So go forth and face the dangers of the new job as bravely as you would face any foe in PnP. Your duties to yourself trumps any obligations you may feel towards us.
And before we discuss what to make of this, allow me to reiterate that you are not at fault here. Nobody is, it's just the way things are.


Oh, well... Good luck with it, I guess it's good news. Sadly, we all need to farm in RL to pay for our hobbies (miniatures are crazy expensive).

Apart from the files above, I've also created a document compiling all what the good ol' Terrigan posted revising the Spheres of Power for this game.

SoP Revised for SW

Just in case anyone wants to keep moving this (or starting a new) endeavour.


Definitely 100% understandable Terrigan! I won't lie, it saddens me that this game isn't going ahead, but IRL definitely takes precedence. Good luck with the new job!


For what it's worth: I intend to continue to work on the particulars I've laid out in my game development. We may have a chance to revisit this at some point down the road.

And a huge nod of approval goes out to Jereru for his compilation efforts! :)


I am going to re-open this thread. Former players, new blood, the "almosts" of months past . . . . Sound off if you're interested!


Very interested!


Been a long while, Yoricks!! How are you?


Good, very glad to be back around these parts! How about yourself?


Been busy. Living well. Getting some of that advancement that made me put the full stop on this effort here.

Speaking of which: I don't know what to expect here, but I want to ask: you still want to run Theta-Zero?


Well, I for one cannot resist a Star Wars recruitment.
However, I am 99% unfamiliar with Spheres of Power, so...


I am interested. Star Wars is one of my passions, I am running a Saga campaign set in the Dark Times at the moment, and am a fervent fan of the Old Republic timeline (I've played the first two games several times, and have been an active player of TOR for 7 years- only MMO to ever hold my interest). Depending on the storyline, I would jump at the chance to play at any period within the broader spectrum of the Old Republic.


Welcome, Lobster and Spazmodeus!

I recommend looking back through the recruitment thread in its entirety to start to get a feel for where I'm at in terms of era, but specifically -- 3948 BBY, just a few years after KotOR II.

Also: the Spheres system, Rules As Written.

I haven't checked if Jereru's compilation of my revisions is still accessible, but the link is in a previous post in this thread.

And I am also seriously considering going even more "rules-light" than before . . . . I just want to tell a fun story; and I want you to tell your fun stories simultaneously.

Inflammatory Remarks:
Star Wars has suffered enough in recent years. Let's make good on at least some of it!


Syrus Terrigan wrote:
Speaking of which: I don't know what to expect here, but I want to ask: you still want to run Theta-Zero?

It is entirely possible! But I'm also playing droids/androids in two different games now, so I will probably do something a bit different for this.

I have to check into Spheres of Might/Power a bit more through the Star Wars lens. I might stat up a Jedi, which is not a thing I've ever really played, but it's also entirely possible that I'll go for a bounty hunter / scoundrel type, or more of a covert slicer. Will play around.

What level should we be looking to start at?


I'm still around: I don't know whether I'd like to keep Vadi as-is or rebuild her into something different, but I've been missing this game.


Somewhere between 1st to 3rd, most likely. But I want to see if we get more potential participants before I make that call definitively.

Yoricks -- would it be a bother for you to pick Theta-Zero back up if one or more of the "old guard" comes back?

Lobster/Spaz -- what sorts of characters would you like to play?


Hey, Sapiens!! Woo-hoo!! Two of you!


Sapiens! <3

Syrus Terrigan wrote:
Yoricks -- would it be a bother for you to pick Theta-Zero back up if one or more of the "old guard" comes back?

Not at all!

As my first option I'm sort of eyeing a Montebank as a force-sensitive scoundrel, but I still have Theta-Zero statted up as a Bounty Hunter, which I would also be quite happy to play. Though I'm vaguely uncertain why I made him a Slayer (Guild Assassin) over just making him a Conscript, so there's a chance that I'd rebuild him a bit.


Vadi Sarnassi wrote:
. . . but I've been missing this game.

And I am totally hijacking that as a full compliment.

So: thank you! :)


I am considering either a Mandalorian outcast/deserter (either one of the veteran-of-the-war bandits you'd meet throughout 1&2, or an enemy to Clan Ordo, loyal to Mandalore's dead wife but not Mandalore), or an escaped Twi'lek slave of the Sith Empire (with no one believing their tall tales about their life on Dromund Kass or of the true Sith masters).


Syrus Terrigan wrote:
And I am totally hijacking that as a full compliment.

It was meant to be :) and hi there, Yorick!

About the rest of the original players, you may consider sending a PM if you'd like to check for their presence: I only stumbled through Recruitment by chance, and others may not be checking these boards, especially since we don't get reminders in the My Campaigns page for inactive ones.


Are there credits to be had?


I have an Armiger/Symbiat 2/2.

Most of the crunch is there, as well as background... But he wasn't meant for a Star Wars campaign.

Maybe an escaped Clone, turned mercenary or bounty hunter. Yes, yes... I'm all about the Boba Fett, although I wouldn't call it a fett-ish.

He's all about agility, speed and movement.

If anyone wants to take a look, borrow ideas or comment... I'm open.


A few notes of interest for our returning players:

1) I have received word that Rednal's gameplay plate is overfull. Rhea Varn will be departing our story for the foreseeable future.

2) I have not heard back from Synchro concerning resuming this game. It seems that he will also not be rejoining us.

3) Therefore, @Yoricks -- you have your best opportunity to change characters right now. As ever, the sky is the limit.

4) This now has some significant implications for Zargro and Vadi, as our metagame will shift significantly in terms of mechanics, as well as narrative: we have a "mission" still on the table, but maintaining the skill checks for its continuation will be somewhat problematic.

Not to fret, though -- I have a possible solution. It will be a bit ham-fisted in its execution, but can still be spun to maintain narrative consistency. I'll get to the details once we're sure who will be in our group.

OR:

We could just recast the whole bit, and get a fresh start, leaving the current plot arc incomplete.

What say you?

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