Star Wars Saga Edition- Prequels Retold Recruitment


Recruitment

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GM Wasted wrote:
That's actually how you win the game

*dusts off shoulders* Well... my work here is done! :p


Chess here with Obi-Wan :) still making some final adjustments, but getting there.


I will put a dot into this. I have an idea for a wookie beastmaster warrior that I will pull together over the weekend.


Just an observer here, but i would suggest not creating profiles that have the main guys names: obi- wan, anakin etc that way those chosen can have a profile with the correct name.

Assuming if course, they aren't already taken :)


At the very least don't post as that alias so you can delete it if not chosen


With less than 10 posts it can be deleted, so it's just a matter of keeping it in check. ;)


This is why I just linked the character. I'll put it up into an alias if 'Jarjar' gets selected.


Alright, I'm putting forward Ralk Dall'rey, a Bothan pilot, former smuggler, and tech savant. You'd be hard-pressed to find someone with Ralk's selection of contacts, experience, and know-how. In party terms, he's a potential supporter with a lot of important skills, close-range combat ability, and about as good a pilot as you can have.

In terms of fitting the game, Ralk fills an important role that the prequels were missing: the "Han Solo," the lovable scoundrel. He's also a Bothan, which while not necessarily important here, I thought could be a fun in-universe callback--after all, we hear about Bothans in Episode VI but don't get to meet one. With Ralk in our fictional prequel, we would get to see what they're all about! To some extent, anyway.

Let me know any thoughts! I'll be getting the Appearance, Personality, and Background sorted out soon enough. I do have one question: would I be able to potentially tie Ralk's Destiny to a ship, using the rules from page 53 of Scum and Villainy? I'd be happy to make it a Hunk of Junk to compensate if you like. Of course, that may not fit your idea for the campaign, but building a smuggler/pilot it felt like an appropriate possibility.

Ralk Dall'rey:
Ralk Dall'rey
Medium Bothan Scoundrel 7
Destiny Points 1; Force Points 8; Dark Side 1
Init +13; Senses Perception +10
Languages Basic, Binary, Bocce, Bothese, Huttese, 1 more
- - - - -
DEFENSES
- - - - -
Reflex 24 (flat-footed 19), Fortitude 21, Will 22

HP 68/68 (18+6d6+14)
Threshold 21
Condition Normal
- - - - -
OFFENSE
- - - - -
Speed 6 squares

Melee unarmed +7 (1d4+2)

Ranged DT-12 heavy blaster pistol +10 (4d6+9) OR
Ranged DT-12 heavy blaster pistol +11 (4d6+10) with Point-Blank Shot OR
Ranged DT-12 heavy blaster pistol +8 (5d6+10) with Rapid Shot OR
Ranged DT-12 heavy blaster pistol +9 (5d6+11) with Point-Blank Shot and Rapid Shot

Base Attack +5; Grapple +7
Attack Options Dastardly Strike, Find Openings, Lucky Shot, Point-Blank Shot, Precise Shot, Rapid Shot
Special Actions Hidden Weapons, Knack, Personal Modifications, Quick Draw, Return Fire, Surprise Strike
- - - - -
STATISTICS
- - - - -
Strength 14, Dexterity 21, Constitution 14, Intelligence 18, Wisdom 14, Charisma 16

Talents Art of Concealment, Dastardly Strike, Find Openings, Hidden Weapons, Knack, Lucky Shot, Personal Modifications, Spacehound, Surprise Strike

Feats Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Gather Information, Pilot), Tech Specialist, Vehicular Combat, Weapon Focus (pistols), Weapon Proficiency (pistols, simple)

Trained Skills Deception +11, Gather Information +16, Initiative +13, Mechanics +12, Perception +10, Pilot +18, Stealth +13, Use Computer +12
- - - - -
EQUIPMENT
- - - - -
Personal DT-12 heavy blaster pistol (Black market, 3600 credits)
--Concealed holster (50 credits)
--Pulse Charger: -1 attack, +1 damage per die (Black market, 8000 credits)
--Tech Specialist: +2 damage (1000 credits)

Bracer computer (1300 credits)
Flight suit (1000 credits)
--Tech Specialist: +1 to equipment bonus (1000 credits)
Long-range encrypted wrist comlink (5000 credits)
Security kit (750 credits)
Utility belt (500 credits)
--Spare power packs, 3 (75 credits)

27,725 credits


Ship Destinies are A-OK with me!


Well, I still really like the idea from Loup's game, so I'll throw a (soon to be modified) version of Savage Krayt, the Main Attraction on here.

Backstory:
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.

And sheet (to be dropped a level and with presumably boosted stats).

Speaking of:

8d8 ⇒ (3, 7, 6, 3, 4, 8, 5, 3) = 39

So, drop a pair of 3s leaving me with: 17, 16, 13, 14, 18, 15

Better faster stronger Krayt is pleased.

So:

Strength: 16 (to be upped to 18 by Trandoshan bonus)
Dexterity: 16 (to be lowered to 14)
Constitution: 18
Intelligence: 17
Wisdom: 14
Charisma: 13

Muahahahahaha!

Need to pick a Destiny, drop my level 8 stuff, and finish gear but that's work for tomorrow.


Dot. Not sure what I'll roll up yet, just thinking on it for the moment.

8d8 ⇒ (8, 4, 8, 5, 7, 7, 8, 5) = 52

18, 18, 18, 17, 17, 15...

Wow.


Sheeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeit.


So, basically... anything.


Hi. Dotting this and rolling, though honestly I'm waiting for other recruitments to resolve. If I feel I'm spreading too thin, I'll have to withdraw, since recently I'va had my free time severely shortened.

Will apply with an Original Character Jedi (guardian style).

8d8 ⇒ (7, 1, 4, 6, 1, 1, 2, 7) = 29

11, 12, 14, 16, 17, 17. Not bad.


Welp, Here's my first pass at Anakin. I wrote a solid page and a half on how I wanted to deviate his story from the prequel canon, going kind of beyond just where he is when this opens to cover some broad strokes of the later two "films", since he's sort of the main character. There's a section about Build Notes at the end, too.

I still need to do up a Sample Roleplay post, but I think this gets across at least some basics of what I'm going for.


YoricksRequiem, that is a beautiful character sheet and a great rework of the character.It would even worked better as 20-30 years before the original trilogy. Anakin becomes James Dean or a young Brando.

Do you mind if I copy your sheet?


tumbler wrote:

YoricksRequiem, that is a beautiful character sheet and a great rework of the character.It would even worked better as 20-30 years before the original trilogy. Anakin becomes James Dean or a young Brando.

Do you mind if I copy your sheet?

Thanks! And not at all - It uses a lot of tables with merging cells in creative ways so you'll probably want to turn on table borders to see what nonsense I've done / be able to tweak it to your desires.


Loup, totally stole your stat block, but it was too good not to use :p

Stat Block:
Poluti Ordo
Medium Human Soldier 5/Scout 2
Destiny (Champion) Points 1; Force Points 8
Init +6; Senses Perception +11
Languages: Basic, Huttese, Mando'a
- - - - -
DEFENSES
- - - - -
Reflex 27 (flat-footed 25), Fortitude 27, Will 21
HP 114
Threshold 32
Condition Normal
- - - - -
OFFENSE
- - - - -
Speed 6 squares (4 in armor)

Melee: vibro-axe +10 (2d10+6)
vibrodagger +10 (2d4+6)

Ranged: heavy blaster rifle +11 (3d10+5)
heavy blaster pistol +10 (3d8+3)

Base Attack +7; Grapple +10
Attack Options: Devastating Attack
Special Actions: Force Blast, Force Disarm, Ionize
- - - - -
STATISTICS
- - - - -
Strength 16, Dexterity 16, Constitution 16, Intelligence 14, Wisdom 16, Charisma 12

Talents: Armored Defense, Acute Senses, Armor Mastery, Devastating Attack, Dirty Fighting, Improved Armored Defense, Weapon Specialization, Evasion, Guardian Spirit, Ruthless

Feats: Weapon Proficiency (Simple, Pistols, Rifles, Advanced Melee), Armor Proficiency (Light, Medium, Heavy), Weapon Focus (Rifles), Shake It Off, Force Sensitivity, Force Training, Skill Training (Mechanics), Improved Defenses, Improved Threshold, Toughness

Trained Skills: Endurance +11, Knowledge (Tactics) +10, Knowledge (Galactic Lore) +10, Mechanics +10, Perception +11, Survival +11, Use the Force +10
- - - - -
EQUIPMENT
- - - - -
Personal: Bracer computer
Ear-bud Commlink
Tool kit
Utility belt
Personal Translator
Field Kit
Syntherope
Personal Multitool
Computerized Interface Scope
Hush-about Personal Jetpack
Personal Field Shelter

19,930 credits

Background:
Born to the much diminished Clan Ordo, Poluti was a happy, if serious, child. He loved stories of the old days, when the Mandolorians were a major power in the universe. Days when they were more than mere mercenaries for the highest -or lowest- bidder. His favorite tale was of Canderous Ordo, the greatest of the clan, who rose to the position of Mandalore and helped defeat the Sith attacking the Old Republic.

It was as he was reaching his teen years that strange visions and sensations started plaguing his mind. Sequestering himself away to try and stop them, Poluti was stunned to see the spirit of Canderous Ordo himself appear before him. Initially believing that he was going mad, it took him weeks to believe that the spirit was real. Slowly, Poluti learned the truth of his hero, the follies and heroics. He learned how the man worked with the fabled Exile, storming the ship of Darth Nihilus. How afterwords he slowly lost control of the various clans until the Mandolorians became how they were now. Fractured and forgotten by the greater galaxy.

As he grew older, learning and training under Canderous, Poluti realized what he must do. Setting out, he was led to the resting place of Mandalore the Preserver and took up his cause. Reunite the warring clans and bring them under one banner once more. The first step, stop the tribes gathered together attacking the planet Naboo.


Forgot to ask: would you consider the Mandolorian language a starting language for Mandolorian charactees, or is it one we have to pick?


Mechanically Mandalorians are Humans so I'm going to rule that you do not gain Mandolorian as an automatic language


Mmkay, just thought I'd ask. Everything else should be ready for inspection.


Here is a link to character sheet for Sabe. I'm on the fence about the Destiny. I included some basic equipment, partially copied from YoricksRequiem. Equipment for her is a little weird. I don't think she actually owns much, but she should have access to a fair amount of military and intelligence hardware. I put on the sheet a 2 person version of the Naboo starfighter that is built for her and Padme, but that may not be appropriate, and she obviously can't afford it. Obviously, she doesn't own one of the big shiny ships that Padme flies around in, but she might have access to one.

I tried to flesh both her and Padme out as people. If Anakin is 14 or 15, they are about 20, trained their whole life to take on these roles. Sabe could be a clone of Padme, a twin sister, or just a girl who looks remarkably like her, depending on what is best for the campaign. Regardless, they act like sisters. This offers a lot of potential for conflict. She might be jealous of the relationship with Anakin, or maybe she falls in love with him too. She can butt heads with Obi Wan on how best to ensure the Queen's safety.

Sabe could also solve the problem of Padme's death. Maybe Padme lives but Vader kills Sabe thinking it is Padme.

Sabe has the potential to develop into an officer in the war, a pilot, or to remain a bodyguard/operative.


Also, there are two things I couldn't find a way to quantify:

1. Padme and Sabe are almost impossible to tell apart. This isn't really a disguise for Sabe.
2. They are able to communicate through body language and hand signs so that Sabe can speak as the Queen without assuming Padme's intentions.


Loup Blanc, just a heads up, but regarding ability score maximums, there is the following (emphasis with italics and bold being mine):

GM Wasted wrote:
Players will begin play at level 7. Attribute generation will be as follows; roll 8d8, drop the lowest two scores, and add 10 to each of the remaining six. Assign those six scores to whatever attribute you wish. No attribute may be over 18 at character creation, even accounting for racial adjustments. If you would have an attribute over 18, it gets adjusted to 18. Them's the breaks!


Woops, I missed that entirely--thanks, Castor! I'll adjust Ralk accordingly--probably swap the 18 from Dex to Charisma and have him be maxed out in Dexterity, Intelligence, and Charisma--an all-around scoundrel.

I'm considering tweaking him since the Anakin that YoricksRequiem put forward is very interesting and also geared towards piloting and skullduggery, but I also think it could work well without an alteration. Ralk would serve as a sort of "bad influence" perhaps, giving Anakin an outlet as he trains as a Jedi. After a long day of training the two of them compete in a swoop race, something like that.


No problem.

In regards to the game, I am sure to lurk as I am curious to see how this reimagining will go. Curious and interested. Not sure though if I will submit a character. But just in case...

8d8 ⇒ (8, 6, 8, 8, 6, 8, 2, 4) = 50

Eep...

That would mean 18, 18, 18, 18, 16, 16. :-O


F. Castor wrote:

No problem.

In regards to the game, I am sure to lurk as I am curious to see how this reimagining will go. Curious and interested. Not sure though if I will submit a character. But just in case...

8d8

Eep...

That would mean 18, 18, 18, 18, 16, 16. :-O

... What... the hell. :p


*shrugs* High powered game, man!

Lets me throw all my custom baddies at you :D

tumbler; the disguise is less physical appearance and more acting. You have to act as the Queen, though you'll probably enjoy favorable circumstances due to how much you look like her.

You could always take Republic Sign Code and re-skin Padme and Sabe's interactions as a version of that


YoricksRequiem, keep in mind that scouts have a full BAB, as well as the fact that both scouts and scoundrels (as well as soldiers and nobles by the way) get a specific bonus talent at 1st level.

GM Wasted wrote:

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.


GM Wasted wrote:

*shrugs* High powered game, man!

Lets me throw all my custom baddies at you :D

tumbler; the disguise is less physical appearance and more acting. You have to act as the Queen, though you'll probably enjoy favorable circumstances due to how much you look like her.

You could always take Republic Sign Code and re-skin Padme and Sabe's interactions as a version of that

Okay, added Republic Sign Code and swapped out Expertise for Skill Focus: Deception. Deception +16 should be enough to maintain the ruse, and turns her into an amazing liar.


I wasn't complaining. I was more amazed than anything!

JarJar's looking less great in comparison, though. :P


One question: I was planning on applying with a Force user. With the home rules you're using, what happens with talents like Telekinetic Savant, Telekinetic Power and Telekinetic Prodigy?

Also: Is the plan to end the capmaign when reaching Order 66? I mean, playing a Jedi, would it fit to choose a destiny that could kill you when this event happens? (I was thinking of something the likes of 'dying to let someone important escape' or anything).


Jereru wrote:

One question: I was planning on applying with a Force user. With the home rules you're using, what happens with talents like Telekinetic Savant, Telekinetic Power and Telekinetic Prodigy?

Also: Is the plan to end the capmaign when reaching Order 66? I mean, playing a Jedi, would it fit to choose a destiny that could kill you when this event happens? (I was thinking of something the likes of 'dying to let someone important escape' or anything).

Order 66 might not be how the Jedi fall. It could be, but there's several branching paths the path could take. Heroic death fulfilling a destiny is always an option though!

As far as how the talents interact, nothing much changes. They should all function basically the same (though I don't have my books out currently so I'll issue a more concrete answer later)


Loup Blanc wrote:
I'm considering tweaking him since the Anakin that YoricksRequiem put forward is very interesting and also geared towards piloting and skullduggery, but I also think it could work well without an alteration. Ralk would serve as a sort of "bad influence" perhaps, giving Anakin an outlet as he trains as a Jedi. After a long day of training the two of them compete in a swoop race, something like that.

I dig that idea.

F. Castor wrote:
YoricksRequiem, keep in mind that scouts have a full BAB, as well as the fact that both scouts and scoundrels (as well as soldiers and nobles by the way) get a specific bonus talent at 1st level.

Oh, thanks! I missed that underneath Data Slicing on my readthroughs. I'll adjust Anakin accordingly.


8d8 ⇒ (7, 7, 5, 3, 3, 7, 8, 7) = 47

18, 17, 17, 17, 17, 15...


Dice rolling -

8d8 ⇒ (6, 8, 2, 6, 2, 1, 4, 3) = 32

Also, with the not stat over 18 at character creation - I assume that includes the level 4 stat bump?


Not over 18 at level 1. Most you could have is 19 currently.


GM Wasted wrote:
Not over 18 at level 1. Most you could have is 19 currently.

That's exactly what I thought, but wanted to confirm.

Are other Force Traditions allowed, or just Jedi (obviously no dark siders)?


Depends! Some would make sense, some wouldn't be super active in this time period...some might be around if you want to make a case to flub around with canon a bit ;) let me know what you're considering


GM Wasted wrote:


As far as how the talents interact, nothing much changes. They should all function basically the same (though I don't have my books out currently so I'll issue a more concrete answer later)

Ok, sindce basically the home rules are turning a 'wizard' into a 'sorcerer':

Rulebook wrote:
Telekinetic Savant: Once per encounter as a swift action, you may return a power with the [telekinetic] descriptor to your Force power suite without expending a Force Point.

I guess this will be siomething like 'using a Power with the Telekinetic keyword doesn't spend a slot'.

Rulebook wrote:
Telekinetic Prodigy: When you take the Force Training feat, and select the Move Object power, you can also select one additional power to add to you force suite for free. This power must have the [telekinetic] descriptor.

What about this one? Because you won't select a Power more than once to go into your suite (since you now have slots instead of fixed uses).


Rhal, the Styx Boatman wrote:
GM Wasted wrote:
Not over 18 at level 1. Most you could have is 19 currently.

That's exactly what I thought, but wanted to confirm.

Ah! I forgot my level 4 stat increases! Thanks for reminding me.


Jereru - I would go the bonus to check route with Telekinetic Savant. Savant would have something like "as a swift action, gain a +2 to one power with the [telekinetic] descriptor once per encounter". Prodigy would, perhaps, be "once a day, the turn after using Move Object, you can use another power with the [telekinetic] descriptor without using a Pool Point."

I am still here, I just had a very busy weekend and couldn't work on a character. Since my spread is one of the lower ones, I think I'll make a not-as-plot central canon character. I'm going to whip up Captain Panaka. Maybe give him a bit more personality than the movies did.


If I remember correctly, in the books Panaka was in love with Padme, and actually went up against Vader to try and avenge her.


*stares daggers at Panaka.*


Between Anakin, Panaka, Padme, and Sabe, we have all the makings for the CW version of the prequels.


tumbler wrote:
Between Anakin, Panaka, Padme, and Sabe, we have all the makings for the CW version of the prequels.

We all know that Anakin will be the broody one...

TK savant, yes. Once per encounter use a TK power without expending a slot. TK Prodigy;
Once per encounter as a swift action you may gain a +5 bonus to your Use the Force check to activage a power with the telekinetic descriptor


Close, Poluti, but not quite. Captain Typho, Panaka's nephew and Padme's bodyguard after she became a Senator, was the one in love with Padme. Panaka will not be competing with Anakin for Padme's affections :) (no staring daggers, Yoricks).


I figure we may be seeing a change to Panaka in another way, though--maybe such that he doesn't fall in completely with the whole "total order" thing and go two thumbs up for the Empire?

Actually, that could add an interesting dynamic to the party. And once again add more depth to the prequels and help seed Anakin falling in with the idea of total order being the path to peace.

Man, even if I don't play in this, it's a super neat idea with a lot of promise.


Derp :p It's been a while since I've read any of the books, so feel free to correct any of my information. Honestly, this is shaping up to be a great game already, and we don't even know who's gonna play in it!


Poluti wrote:
Derp :p It's been a while since I've read any of the books, so feel free to correct any of my information. Honestly, this is shaping up to be a great game already, and we don't even know who's gonna play in it!

I think we can all be forgiven for memory lapses in regards to The Prequels We All Wish Had Never Been. Even if the EU stuff surrounding it was good...we've got scars, man

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