Interest Check -- Even Longer Ago In That Galaxy Far, Far Away [Homebrew SWEU / SoP / 3940s BBY]


Recruitment

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Glad to hear it, folks.

And -- Welcome, Harm's Way!


Been occupied with some R&D for a different campaign the last two days. Gonna kick things up a notch here over the weekend.

If you have any hard data at all for your character concepts, send me a PM, and we'll start going through it. I know that I haven't hammered things out as thoroughly as we'd all like to see, but we're all co-conspirators here! :)

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Davronian Noble 1+ / Scoundrel 1

Str 10, Dex 14, Con 10, Int 14, Wis 14, Cha 14

*Skills*
Appraise
Bluff
Computer
Diplomacy
Intimidate
Knowledge (Commerce)
Knowledge (Underworld)
Linguistics
Perception
Sleight of Hand

*Feat*
Persuasive


Sounds like a plan Syrus, I'll put some time in and try to get a character blueprint to you by the end of the weekend :)


So, now that I've hammered out something resembling a plan for my PbP character over the last few days, I've turned back to development for this campaign.

Today's pair on inspirations involve some in-game events. One is definitely going to be part of an adventure arc and *could* turn into a major part campaign plot element -- very excited to set that particular stage. The other was, more likely, a new wrinkle in the 'galaxy-at-large' story that may serve as pure flavor, but could turn into some NPC 'foiling'. It's too bad I can't really go any further in detailing them for you, but trust that they'll be awesome!!

For the remainder of my R&D time today, I'm going to be hashing through the particulars of the Spheres of Power system, trying to nail down the accessibility and limitations of each, for our collective edification.

Those efforts will be exhaustive (and *exhausting*), but I will try to get a document or three posted in this thread over the next few days. I know that my decisions on this will heavily inform decisions you will make for your characters. I hope that this doesn't turn into a "downer" or a point of contention, but do understand that I welcome your feedback, and that I am willing to work out specifics as we go.

I'm looking forward to hearing from you, each and all! :)


Also:

Saashaa --

What means did you use to generate the stats for your Devaronian? And do they include racial modifiers from any particular source?


Spheres of Power Rules, Part One

Reminder Text:
This is a work in progress, of course, and is subject to revision on my own initiative or in response to your feedback. I appreciate your patience and assistance!
Furthermore, since there are some emergent questions concerning alignment issues, I wanted to toss out some discussion fodder: you’ll notice that six of the spheres have an italicized descriptor of either “Dark-side aligned” or “Light-side aligned”. I know that I haven’t gotten a broad declaration of support for having spherecasting mechanics affected by character alignment, but I do want us to arrive at some consensus on the matter, and so, for the present, they are flagged accordingly. Do note, however, that using an aligned sphere or its abilities will not award any alignment shift on its own, persistent use of them will. At least, that’s my current thinking. At the very least, the only mechanical impact those spheres may have is simply in assessing a character’s placement on the alignment spectrum. Though I will point to the EU implications of Vader’s difficulty in using the Force for “Life sphere” effects . . . .

Alteration
Sphere-Specific Drawbacks
Banned: none
Standard Talents
Blank Form – as written, with the strong suggestion that we avoid making too much use of the natural attacks it grants
Banned: Aberrant Body, Anarchic Transformation, Axiomatic Transformation, Celestial Transformation, Construct Transformation, Dragon Transformation, Fiendish Transformation, Morphic Weapon, Object Transformation, Ooze Transformation, Orb Transformation, Protean Mastery trait: Lycanthropic Hide (subject to clarification of DR rules)
Adjusted: Here we will lump together all Alteration talents that involve a major physiological change in the target(s). While there is SWEU precedent for such things being done (IIRC, one Jedi Master turned himself into a tree, forever, for some reason or another), this type of shifting is going to be classified under Advanced Talents. The reasoning for this is twofold: 1) allowing such changes to be ‘standard fare’ among Force-users breaks with the consistency of story, and 2) it flies in the face of the well-established diversity of the flora and fauna of the SWEU. You want tentacle attacks?? Dig a dianoga out of a trash compactor! I am likely going to require that anyone taking the Alteration sphere choose one transformational talent, and stick with it. As far as the necessary caster level to access these transformational talents? – 5th level, at the very lowest.
Advanced Talents
Banned: Star-Spawn Transformation

Conjuration
This entire sphere is banned, for sake of simplicity. However, should you arrive at a good narrative justification for having the Bound Creature drawback, we can get you your very own Force ghost, with all that entails.
NOTE: I am not examining this sphere in depth at this time, so if you think you know of something reasonable which I should be allowing, please do point it out to me.

Creation
Sphere-Specific Drawbacks
Banned: Limited Creation (alter) – When you select the Creation sphere for this campaign, you must take the Limited Creation (create) drawback. Changing the environment around you is consistent with the mythos, but generating the environment through Force use *is not*.
Standard Talents
Repair – as written
Destroy – as written
Banned: Change Material, Exquisite Detail
Adjusted: Distant Creation, Divided Creation – These two talents will simply be renamed “Ranged Alter” and “Divided Alter”, respectively, with all attendant changes implied.
Advanced Talents
Banned: Create Materials, Fleshcraft (synthflesh and droids are a thing!)

Dark (Dark-side aligned)
Sphere-Specific Drawbacks
Banned: none
Standard Talents
Darkness, Blot, Meld, Shadow – as written
Banned: none
Adjusted: none
Advanced Talents
No Changes

Death (Dark-side aligned)
Sphere-Specific Drawbacks
Banned: none
Standard Talents
Ghost Strike – as written
Reanimate – adjusted to advanced talent (likely to require caster level 10+)
Banned: none
Adjusted: All talents requiring use of the reanimate ability are appropriately adjusted. I understand that this puts a serious pinch on talent availability for any aspiring necromancers among us, but if you’re seriously interested in making “Force zombies”, I think you might be in the wrong game. I’m not ruling that out, though, you’ll notice.
Advanced Talents
Banned: none
Adjusted: none

Destruction (Dark-side aligned)
Sphere-Specific Drawbacks
Banned: none
Adjusted: Aligned Combatant – This will be changed to correspond to the alignment rules (forthcoming). To point in the direction of my thinking, though: characters will have an “alignment” ranging on a sliding spectrum from Light to Dark, somewhat similar to the ‘Conflict Points’ tool used in PF random character generation. This will parallel the ‘light side points’ and ‘dark side points’ from the KotOR games. Essentially, it will work just as it reads, but, generally speaking, alignment in this game will involve moral matters over ethical ones. Seem reasonable?
Standard Talents
Destructive Blast – as written
Banned: Energy Bomb (Grenades are a thing!)
Adjusted: several – Basically, any talent that has rules text indicating that the blast manifests as physical substance (Bramble, Thorn, Shrapnel, Stone, Crystal, etc.) is going to have an attendant, unwritten caveat: check with me on them before you lock in on taking one of these (tidbit: being able to assume a similar form, like with the Alteration sphere talents, will go a long way to validating these in my eyes). The acid-descriptor blasts may call for a bit of examination, as well, but I am comfortable with them being easily hand-waved, at present.
Advanced Talents
Banned: Radiation Blast (tentative; nukes a-plenty in this game – just ask the citizens of the Stereb cities!)
Adjusted: Disintegrate – requires caster level 10th or higher

That's all for now!

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

There was no influence to my stats or skills based on my davronian choice. I merely built a stat array with 20 pt buy and selected skills based off the assumption of 8+Int for scoundrel. This was to give you a sense of the kind of character I was envisioning with no major decisions or assumptions. I know nothing of the spheres of power so I don't know how my character concept fits with that.


I'm convinced your "Davronian" is what I've known as "Devaronian". Episode IV, the Mos Eisley cantina -- the cackling horned space vampire/devil, right?

If that's the case, then, I have some info you may find interesting: I found some Saga Edition racial stats!
_____________
Devaronian
Males: +2 Dex, -2 Wis, -2 Cha
Females: +2 Int, +2 Wis, -2 Dex
(Weird.)
Size: Medium
Speed: 30 feet
Conditional Bonus Feat: If trained in Deception Bluff, a Devaronian gains Skill Focus (Bluff) as a bonus feat.
Natural Curiosity: Once per encounter, as a standard action, a Devaronian may make a Perception check against one target in line of sight. If the check succeeds, the Devaronian gains a +1 insight bonus to attack rolls against that creature.
_____________

The Spheres of Power rules won't be of much concern for you, unless you plan on making the character Force-sensitive.

BUT -- the Spheres of Might rules will very likely be of interest! And both systems can be found at this wiki. The spheres you're likely to be interested in are Fencing, Scoundrel, and Sniper. Oh, and Scout, too! (It's too bad about their naming conventions, huh? Are we talking about the classes, or the spheres?)


The next installment of SoP rules revisions should be posted later today. I took some extra time to work through Divination, since it ties in with the other 19 spheres in sundry ways.

And, of course, Enhancement is a *beast* of a sphere. That'll be a big job. Yeesh.
________
RE: Hyperspace Travel

As I mentioned before, the Revised/Saga/films hyperspace travel is a mess. I started building a galactic map from scratch yesterday (yeah -- graph paper and a pencil) in order to devise some means of maintaining a modicum of narrative consistency with Episodes I - VI ('cause "fake-Seven" and Rogue One are even more "speed-of-plot" than the earlier films) and still keep a sense of realism with having to navigate stellar densities on a sliding scale (Deep Core > Core > Colonies > Inner Rim > Expansion Region > Mid Rim > Outer Rim).

The instance in V where the Falcon made the transit from Hoth to Bespin is going to figure in significantly in my reckonings. And the long-standing trope of having hyperdrive systems that range from Class 12 to Class .5 will also be an element therein. The established hyperspace lanes (Corellian Run, Corellian Trade Spine, Hydian Way, Rimma Trade Route, Perlemian Trade Route, Braxant Run, and Daragon Trail) will likely serve as negative DC modifiers for courses set along their specific paths.

. . . .

Well, time to get to it! :D

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

So, after reviewing spheres of might, I like many aspects of the "scholar" and would love to build off of that.

Second, the sources you use for the species traits are old. I say that meaning that the species ability bonuses are from a time when physical stats were more significant than mental stats (at a 2:1) ratio normally.

Liberty's Edge

Given the monk-y Dex features and the focus on Mind and Telekinesis, I think the Symbiat would make for a pretty good Jedi - especially if giving up some feats for combat talent progression.


Still here, still planning around my Jedi Incanter/Armorist.

Also still working on the droids, I ended up being a heck of a lot busier these last few days then I anticipated, so that got delayed.
But I will get something up soon. Also, liking the conversions on the SoP, maybe (time willing) i can help out with that too.
Curious for the Enchantment Sphere, that one will be relevant to me :)

I'll get more substantial posts down soon. :)


Of all the karkin', faargin icehole bullturd things these boards could do . . . .

Just *had* to eat up my monster post!!!!

I have *got* to get a laptop! Type it in Word, copy-paste.

Praise Palezus-Jesor!!!!
________
Okay, I've had my fit. Back to bid'ness.

I *would* have posted the info on Divination, Enhancement, Fate, and Illusion if I hadn't mired myself in the mathematics of hyperspace travel. So the next SoP update will be coming *tomorrow*. My apologies.

However!! The good news is that my scribblings and maddened Pythagorean calculations have produced a seed of a reasonable hyperspace travel system. (The eaten post elaborated upon it extensively -- this new 'timeout' feature prohibits my making the attempt again, because I'd have to redo many of my calculations)

Speed-of-plot? Gone!
Consistent space opera travel speeds? Here! (insofar as such can be reckoned -- we *are* stealing Physics' lunch, wife, mistress, and financial assets all in one go, after all)

Anyhow -- I'm still workin', folks!! Talk to ya tomorrow!


Well, here's a bit of a puzzler . . . . That touted hyperspace travel system? Hmmmm . . . .

Anoat/"Noad" to Bespin (Millenium Falcon, Class X backup hyperdrive) -- 48 hours
Hoth to Dagobah (Luke's X-wing, Class I) -- 177 hours (7.4 days)

Not much help, in a way. But we can hand-wave the Imperials' transit from Hoth to Anoat as adding a day or so . . . . And maybe give Luke a "use the Force" bonus for his hyperdrive output . . . .

Seem okay?

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Is there any way to get the ability from d20 and add it somewhere with the scholar? As a talent or something?


To which ability are you referring, Saashaa? Improved hyperdrive performance?


Had some favors called in on me today -- wasn't able to do my work. And tomorrow may be tied up, too.

*sigh*

I'll get it done! Just hang on!

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Resource Access


I think Resource Access will be firmly in the frame of whatever we work out for the noble and officer types of classes/PrCs. That said, though, I think some variation of the Rich Parents trait could be constructed. Shoot me a PM regarding the "what and why" you have it eyeballed, and we'll figure something out. 'Cause if it's a concern about having 'stuff' available, I think you would be better served to focus your build selections on what you can do, rather than what you have.

Furthermore -- isn't that a bit of a step away from the noble/scoundrel concept you've put forward? Not that that's an issue, or anything -- just curious!
________
And, yes, today is tied up, too: had to get my truck out of the shop, and I'm helping a friend deal with some practical matters after having lost his father over the weekend. I *did* get the next SoP 'wall-o'-text' started, though!

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

The scholar class gives scout and alchemy for free. Would it be possible to switch out alchemy for war leader?


That's not a swap I'm comfortable in making. Initial response: No.

Do you have a case you can make for it?

Furthermore: the Extra Combat Talent feat could cover that easily, by the by.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Because Alchemy is useless to my character concept. I will be using few things from either scout or war leader. I will also be grabbing sniper with a feat, using one talent from that.

War leader + Scout will allow me to focus more on the diplomatic side of things while still being useful in combat. Basically becoming a bard as it were.


To be clear: expressing your wants is not the same thing as "making a case", to my way of thinking. And I understand what you have expressed as your wants in regard to certain mechanical options, Saashaa, at least in part. Let's find a way to make it happen.

Diplomacy is already a class skill for the scholar, and 8 + Int mod skill ranks per level should be more than sufficient to push non-combat options to a great extent. If you invested the feat slot to take Warleader, you'd get Diplomacy in addition to your other skills. While that may push your Sniper selection back to 3rd level, or later, you'd be getting an effective 11 + Int mod skills per level. Wow.

But what I've understood so far is that you want three spheres (Warleader, Sniper, and Scout), 8 + Int mod skills per level, and some additional class features (perhaps including the Resource Access you've inquired about) -- and all of that from level one.

Which reads like a human commander or conscript to me, either of which would take away from some part(s) of your target(s).

But let's lay aside the mechanics for the time being, and dig into the story of this character, as informed by your mechanics objectives. In doing so, I believe we may be able to arrive at your goals *and* maintain game balance.

I'm not sure that you're still running with the concept of an aspiring Devaronian crime lord or if this represents a shift in your core concept, but for the moment I will be operating on the information I've gleaned from you so far.

I'm "seeing" a Devaronian who either dropped out or washed out of an officer training program with one established military or another, and who has used some source of wealth (likely a gift from the clan matriarch back on Devaron -- favorite nephew, perhaps?) to lay the groundwork for an outlaw organization. His time in the military served to familiarize him with coordinating a team in the field (Scout sphere, covert movement, tactical awareness) and demonstrated a natural affinity for well-placed, well-timed shots with a blaster rifle (Sniper sphere, likely gained from the Combat Gunner martial tradition). The officer training program gave him further opportunity to hone his keen intellect, and he devoured information on a broad array of skills while still exercising his natural inclinations at the weekend sabacc table with the other cadets (Bluff focus, good for a potential gambling angle).

My baseline conclusion: I think a Devaronian commander fits what I've understood for your first character level.

You get a skillset that serves your outlaw objectives, Sniper sphere (blaster pistols and blaster rifles), Warleader sphere, and you spend your 1st-level feat to unlock Scout sphere! And you only "lose" 2 skill ranks while gaining 2 HP and going up to 3/4 BAB.

Does that sound like a solid start?

EDIT: One more thing -- based upon the general descriptions of the Devaronians that I've been reading, I think adjusting the male gender's stat adjustments to +2 Dex, -2 Wis, +2 Cha is better. It was probably a typo, anyway -- I have errata on the Saga Edition rulebook that's about an eighth as long as the rules themselves!


Upon further investigation:

Saashaa, you could take the Cunning Leader martial tradition with the scholar, then use the feat slot to unlock Sniper, and then you'd have the spheres you want! And use the Equipment sphere talent to choose the ranged weapon you want.

You may like that better. :)

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

My apologies for being so aloof with my character concept. It is a bad habit of mine and it is not conducive to group play. I tend to play with a vision of story as first priority, team cohesiveness as a close second.

Second, I am learning how the spheres work as we post. Thank you for your breakdown as I didn't realize that the spheres gave free skill ranks. My goal was to get specific things from each of those spheres to construct the character concept that I had.

From scholar: Cunning socialite, Cunning Attacker, Martial Study (sniper), and studied technique 3 times

From scout: Discern Tells, Identify rhythms, target weakness, and uncanny dodge, Inimical gaze

From warleader: just the basics and probably Master's Aura

From sniper: just the basics and headshot, though maybe fragmented shot for flavorful fun

The character concept I am going for is very not species specific. I chose Devaronian because I thought it would be lame to be a human. I had also considered Arcona, Nemodian, and Duro. I just saw a fun picture of a Devaronian here. The concept I was going for with these was a mastermind that used his intelligence and charisma to support the team. Scholar was chosen as the base because it gave a mechanical focus on the character's intelligence which was pivotal to the concept. It also included scout which has talents focused on identifying weaknesses and 'rhythms', conceptually intelligence based but mechanically uses other skills. Warleader was chosen because it showcased specifically a force of charisma with the bard-like shouts and tactics which again alludes to intelligence. Sniper was chosen because I felt I needed something to give a little more combat usefulness, dealing damage occasionally. Conceptually, headshot and maybe fragmented shot really gave a fun 'heartless' and 'intimidating' vibe.

EDIT: was constructing my post as you posted the last one.

EDIT 2: I forgot. My proposition to balance out my character was to eliminate the free skill ranks.


Just remember: if you went straight scholar, you couldn't nab Fragmenting Shot until level 14 -- and that's a long way off. :D

What *are* you lookin' to splash/dip/swap??

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Yeah, frag shot was a humorous thing more than anything.

Scholar gives scout and alchemy for free. I was not going to use alchemy, which is a pretty useful sphere in and of itself. I just wanted to swap alchemy for warleader because if I'm going to have a sphere i'm not really going to invest in, I wanted it to be something that had a useful base ability.

I wonder if you are getting hung up on the names of each of the spheres, which said simply in combination sounds very ex military. The specific talents I desired form each are as close to manipulative mastermind as I could get without any magics.....with some intelligence based utility.

EDIT: I was going to pick up Martial Study (sniper) which uses my level instead of BAB for talent effects and requirements.


No, it wasn't about getting hung up on the naming conventions at all -- it was more about my understanding that you may be more combat-driven than you're stating. Or that may just be too much of my own bias -- I'm one of those that'll build full-attacking wizards. So I guess it's more fair to say that I was going with my gut.

But, that being said -- with a backstory crafted from that mold, I think you'd have a very convincing narrative.

I may be pushing too hard. I don't intend to be so. It's likely an overreaction to the fact that you've proffered the first "tractionable" seeds for a character. So: props and apologies (if the latter are needed)!!

I've already drummed up another backstory angle . . . . But I'd rather hear yours!! :D

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

I am truly garbage at creating backstories for characters. I make concepts just fine, backstories though, ugh.

What I have so far....

[character name] grew up finding out that he put a little more thought into things than other people. In his boredom of everyday life he learned that everyone has triggers and weaknesses that, if exploited, created puppets. Knowledge is power and people need 'motivation'.

I tend to, and encourage the GM to, create the backstory as the character is played. Not for any benefit during game, but because it is when presented with choices that I begin to visualize what he would choose and maybe why he would choose that. It gives me the inspiration.

[i.e] I have a PFS character that is the Suli race. I made him with 5 Int and decided he was going to be a slave as part of the old Cheliax faction. As I played him I was able to connect him to another player's character who was a chelaxian as their slave and his backstory grew. He was named 'Suli' because there really aren't many and his master didn't really care. In game, he only did what he was told, taking orders quite literally. He is now lvl 14 and is a joy to play. The only thing I decided at lvl 1 was that he was a slave.

If you have excitement about a backstory for this character I'd love input. My characters are not just mine. They belong to everyone that plays with them, especially GMs. I love story, if it is a good one, I couldn't care less what happens to him.


I really don't want to 'force-feed' you a story. Though I do want some solid story to be available in order to build a great opening scene . . . . So how about I flesh out the ex-military angle a little more, and then I'll share the alternate I brainstormed? And if I get any further ideas, I can work them in, too? That way you can pick what suits you best, or find that spark of inspiration that helps you make it all your own.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

I'm down with that.


Aaaaaalllllrighty!! Got some stuff incoming today, peoples!

NOTICE: I have a funeral to attend tomorrow, and a super-rare opportunity to hang out with much of my now-scattered local TTRPG crew (making the best of a saddening opportunity, as it were). As such, I don't know how much feedback I'll be able to provide after I get my posts in today. I'll read up as I'm able, but it may be Monday or later before I start getting any replies done.

1) Saashaa -- I'll be sending you a PM later today outlining the basic backstories I've cobbled together. I know we've done a great deal of back-and-forth here on how to finalize your character, but I also like having some compartmentalization so as to dissuade too much metagaming. At least, usually.

2) I'll be going back over the ideas that our other posters have floated, and reaching out to them, as well, in similar fashion. I have not forgotten any you! If I have been neglectful, I do apologize.

3) Now that the boards have been more cooperative over the last several hours, I'm going to be posting the next installment of SoP rules (note: some SoM revision is going to be necessary, as well), and -- hopefully -- a block of text concerning hyperspace travel. 'Cause that'll be important.

So, in the immortal words of Samuel L. Jackson, Jedi Master and BMF: "Hold on to your butts!"


Divination

Sphere-Specific Drawbacks -- as written

Standard Talents

Detect Magic -- rebranded as necessary

Read Magic -- As Force sorcery (so-called in the parts of the SWEU with which I am familiar) is a very obscure discipline, we'll be shifting this talent (rebranded to Read Sorcery) to a sphere talent. Instead, a Force-user who takes the Divination sphere will gain the Expanded Divinations talent, allowing three alternate divinations to be chosen.

Alternate Divinations
Alteration -- divine shapechanger: This ability will pinpoint creatures that have the physiological capability to alter their forms (if any are encountered) and will flag ongoing Alteration sphere effects as such.
Conjuration -- divine unnaturals: This ability will truly only be accessible for a character who takes the Bound Creature boon, as it indicates an affinity for identifying and/or contacting Force ghosts. For sake of clarity: detect Force will indicate the presence of Force ghosts and provide a general idea of their alignment (light/neutral/dark), but will not indicate their particular location. {i.e., " . . . something . . . elusive, Master."}
Creation -- divine components: as written
Dark -- see in darkness: as written
divine shadow: This ability will interact accordingly with Dark sphere abilities, as well as any species that have the natural ability to conceal themselves with darkness (i.e., Defel).
Death -- divine undead: as written {Yeah, it could happen!}
Destruction -- divine hostility: as written
(Okay, too much typing. Time to condense.)
Adjusted/Banned Alternate Divinations
Fate -- alignment: gauges a creature's current intentions as light or dark
fate: similar to 'Force Sight' from KotOR II
Telekinesis -- force: BANNED
Warp -- transport: This ability will indicate the presence of Warp sphere potential, rather than the presence of existing effects. Though if such were to be encountered (highly unlikely), they would be identified, as well.

Banned: Augury, Divine Information

Adjusted: Grant Sense will be changed to an Advanced Talent, requiring 10th caster level and the Divination sphere.
Detect Teleportation will simply serve to provide the spherecaster with a target's last known heading upon jumping into hyperspace (not great, but helpful for entry-level bounty hunters).
Shared Perception will have Grant Sense as a prerequisite talent, and thus has Advanced Talent status.

Advanced Talents

Banned: Divine Knowledge

Adjusted: Divine Planeshift -- This talent might get bumped down to 5th caster level. Whether that happens or not, this upgrade from the Divine Teleportation talent will enable, effectively, "real-time" hyperspace tracking. Not that I'm recommending you try that -- Astrogation checks on the fly during a transit while likely having a significant gap in communication (you can't focus on using the Force like that and calculate hyperspace vectors simultaneously with ease) between pilot/navigator and Force-tracker have a very high order of risk involved. But such a thing could be an awesome narrative event!


Enhancement

Sphere-Specific Drawbacks

Banned: Constructor

Adjusted: Special Delivery -- If you choose this drawback, I ask that you also take some skill that matches appropriately (whether Craft (pharmaceutical), Profession, Knowledge (medicine), or similar). While this applies what is, effectively, a 'Material Casting' drawback in addition to the loss of action economy this drawback mandates on its own, I have no problem with the prospect of utilizing medpacs and stimpacs as vectors for Enhancement delivery, while also gaining their standard benefits. That should help offset the drawback, though I doubt that anyone would find it appealing enough to take.

Standard Talents

Enhance -- as written

Banned: Animate Object

Adjusted: Bestow Intelligence is adjusted to an Advanced Talent requiring 10th caster level.

NOTE: -- I must confess that I am not excited at the prospect of the Enhancement sphere granting the keen, icy, corrosive, etc. abilities to weapons that can be upgraded. Using the Force to augment a gadderfii stick or a quarterstaff in such a way is less distressing, however. I think this comes from the aesthetic principle of using the Force to accomplish things that technology cannot. I hope that you will keep that in mind, and strive to be exceptional in your descriptions when/if you use those abilities, no matter their targets.

Advanced Talents

Banned: Bestow Life, Give Magic Life

Adjusted: none

Fate

Sphere-Specific Drawbacks -- as written

Standard Talents

Hallow -- adjusted as needed to account for the different alignment system (light vs. dark)

Serendipity -- as written

Banned: none

Adjusted: none

Advanced Talents -- as written

Illusion

Sphere-Specific Drawbacks -- as written

Standard Talents

Effects, Alter, Illusion -- as written

Banned: none

Adjusted: none

Advanced Talents -- as written

Life (Light-side aligned)

Sphere-Specific Drawbacks -- as written

Standard Talents

Invigorate, Cure, Restore -- as written

Banned: none

Adjusted: none

Advanced Talents

Banned: Resurrection, Greater Resurrection (We can discuss Force ghost options at points where these talents may seem appropriate. Otherwise, we're looking at reality-warping effects that are beyond even the purview of the Killiks at their height of power, or the Aing-Tii. And we're not likely to have many artifact-level items or locations as part of our story. But we may revisit these further down the road, just so you know.)

Adjusted: none

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Who else has a character idea? I'm feeling' a little lonesome.


There *are* a few others working on them. I'll be finishing messaging all our earlier posters today.

I'm glad we've gotten your character just about completed! I think it's great stuff -- especially the roleplaying hooks.


I am bashing through my character Idea, he is a young Jedi.
I have been working with Syrus to work through my character through private messages rather then here. just kinda happened that way, no particular reason. However the posts have been long, so this thread was spared that :)
Depending on what level we start, he will probably be a young Padawan or up to a Jedi Knight if we are high enough level for it.

Basic concept is to go Whitesmith for the first level. Then go Incanter after that.
He is a Jedi so he fights with a lightsaber normally and uses the Force as well.
Basic Enhancement sphere abilities will enhance his combat potential.
Telekinesis sphere will give him some ranged capability, and is highly thematic.
Divination and Alternate Divinations will give him Force enhanced senses.
Life sphere might be taken, and allows him to heal with the Force.
Mind sphere allows him to be suggestible.
He will most likely also have 1 Talent from the Destruction Sphere, probably Energy Blade/Electric Blast as this will represent "The Dark side of the Force within him". He can, and will probably try to ignore this power, but its always there, it is powerful and it is seductive.

Now I probably can't give him everything above, and it largely depends on what level we are starting at so I will be slimming it down quite a bit, but thats where my thoughts currently are at :)

Quote:

I will have to think about this. I like the idea of what is essentially a Jedi Purist who tries to uphold the Jedi Order in an otherwise unsympathetic and unaccepting world, who genuinely tries his hardest to maintain an upright and moral character despite the world he walks in.

The Force is his constant companion and comfort. He has significant faith in its existence and goodness, and trusts it. It is from here where he draws his power.
I do have in mind for him to be a genuinely good guy, and he would try hard to maintain that. I was also planning on giving him just 1 Talent focused on the Dark side of the Force, likely Destruction/Energy Blade/Electric Blast, so that he always has that temptation, but he would be good hearted (I'm projecting a bit of myself and my desires into that).

Now, I could incorporate the use of more tech within the idea above and not compromise it, same with "irregular" skill sets, so I will probably do that just fine.
I should be fine including things like Thermal Detonators, piloting, Blasters, a "profession" or hobby apart from the Order (like building lightsabers and Droids!), and maybe whatever other things that I think of to help flesh out my character and give him depth. That will come with time as I start to actually stat out my character and then see what his limitations are.

Still working on him :p


Got a draft of my crunch figured out, going to be working on my backstory / personality now. Am I right in assuming that we're "good guys"?


YoricksRequiem wrote:
Got a draft of my crunch figured out, going to be working on my backstory / personality now. Am I right in assuming that we're "good guys"?

I hadnt thought of that. I just assumed we were.

I am making a Light aligned Jedi, he will be a good guy, tho he might have Dark side temptations from time to time ;)


We're . . . *maybe* kinda good-ish guys. If it pays enough. Generally.

Don't sweat the details too much, folks. Bringing it all together is my job, right??

}:>

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

The character I'm going for will not be a force user which gives him a more flexible origin.


The same goes for my character, I'm working on a displaced Mandalorian bounty hunter/mercenary type so he'll pretty much follow anyone who can lead him into a good fight


So much to say, so little time . . . .

1) I *thought* I had the hyperspace thing worked out, but I'm encountering glaring holes at one end of spectrum or the other, depending upon my chosen starting factors. (This is doubly frustrating for me, as I want space travel to make sense, be exciting, and be easy-to-use, while I am terrible at math and hate it with a passion that would leave white-hot scars on the void between the stars.)

2) We are building quite the roster of characters! I still need to provide some raw data concerning the spheres so Sapiens can reach a decision, and help a couple of others refine some details, but I am halfway through SoP, and SoM should not be as demanding. As it stands, though, our player roster looks like this:

Saashaa
Gobo Horde
Avacyn restored
TheNine
Harm's Way
Sapiens
Yoricks Requiem
AFishWithHorns

Have I missed anyone? (AFishWithHorns has been communicating with me in person, as he lives only a 10-minute drive away from me; he should be posting something in the near future.)

3) Once I get the spheres revised, the next step is going to involve questions about gear. While Pathfinder has a broad array of weaponry and armors that all have distinct qualities, our equipment pool is going to be much more generalized. Our various efforts at customization will be centered upon a skills-based crafting system very similar to that found in KotOR II. Those of you who are familiar with it through actual gameplay will understand why I want to use it; those who aren't acquainted with it will likely learn to love it. In essence, remember this: your practical skills, individually and collectively, can and will have a direct impact on what you can achieve in upgrading your equipment. The lightsaber combatant wants to change his focusing lens so it is better at deflecting blaster bolts, but he has no ranks in Mechanics/Craft? He goes to the engineer to describe the particulars, and the engineer can build a new lens (insert caveats, addenda, and sidequest hooks here)! The engineer has a cybernetic implant that helps him process mathematics on the fly (good for quickly determining the best way to divert/route power in tough conditions), but has figured a way to miniaturize it, and so is considering integrating a reloadable stimpack/medpac feature -- he gets a consult with the team medtech to figure out storage, activation, and optimal delivery . . . . Etc., etc., etc.
_____________
Folks, I again want to commend you for your enthusiasm, cooperation, support, and patience -- great stuff, all around!! This truly is starting to come together nicely, and I'm only getting more excited about it as we go!!


That's good to hear, figuring out how we're going to deal with equipment will have a massive bearing on my character. I plan to make his armour a big part of how he plays out both mechanically and thematically, so I'm all ears.


Another item:

If you haven't already, DO take 30 minutes or so to watch the various teaser trailers that were made for the SW:TOR MMORPG. Though they outline events set about 1000 years *after* our launch point, there are sundry elements present in them that can highlight the feel of gameplay I'm pursuing with this game. I especially recommend examining the videos "Return", "Hope", and "Deceived", as they indicate the roles and potential found in "normals" vs Force-users to one degree or another.

You can find them all on YouTube, and there are a few compilations that put them in chronological order, even.

Tomorrow, I will have the third installment of the SoP revisions posted, and maybe even have my hyperdrive issues more or less sorted out.

@Sapiens -- If you haven't yet, go ahead and start drumming up your character builds as though your preferences were dully compatible, and we'll check them against my SoP revisions after the fact, if necessary. I do want to recommend this, though: if you want your character to be a self-taught Force adept, don't consider him/her to be a member of the Jedi Order. At least, not yet. :)

Also: Some things that have been mentioned that I've shied away from in the past are becoming a little more appealing, and I may have some major adjustments to announce in the near future, so keep your eyes peeled!


Hi Syrus, I would be very interested in joining in, however I don't have much PbP experience or a lot of knowledge about the SWEU (although I have played both KotORs).

I am also very keen on both Spheres systems, and would love to play an Empathetic Duelist Eliciter from the Champions of the Spheres playtest document - I feel like it fits very nicely into the Star Wars universe.

Have read the thread and I love what I see, hope to hear your thoughts!

Liberty's Edge

Ok, so I've coalesced (also because we have another candidate Eliciter) towards Telekinetic Warrior Symbiat. For race, it would be Duros, as I guess a Miraluka would cause some balancing problems due to blindness/Force Sight.
Also, I'd likely give up feats for SoM combat talents progression; I'll have to check up on how to work with telekinetic maneuvers and bludgeons, but I think that it could work out fine.

The main idea of the background would be of a street kid in some wretched hive of scum and villainy like Nar Shaddaa, using his Force Powers to gain some coins and avoid being sold into slavery (using telekinesis to pilfer from the unwary) as well as picking up a few electronic/informatics skills, as they come natural to the Duros.
He'd probably know that he's using the Force, but after the events of the KOTOR games I'd guess the Jedi Order would be in tatters and any surviving members scattered, so that he never could find anyone to train him, instead having to work it out from scratch.

A rough idea of crunch:

Stats: Str 10, Dex 18, Con 12, Int 16, Wis 12, Cha 8 (Using Saga Edition's +2 Dex, +2 Int, -2 Con adjustments)
Weapons (until he gets a lightsaber): light blaster, small TK-controlled melee weapons (are there vibrodaggers?)
Armor: unarmored
Skills (7/level + 1 FCB): Acrobatics, Computer Use, Force Sense, Knowledge(engineering), Pilot, Sense Motive, Sleight of Hand, Stealth (Spheres of Might will likely give me some more ranks, but I haven't yet chose which spheres to grab. There will likely be space for Astrogation and/or Mechanics.)
Magic Talents: Telekinesis Sphere (bonus), Steal, Powerful Telekinesis
Combat Talents: Possibly Athletics, Scout, Scoundrel. I should be able to trade my starting proficiencies for a martial tradition as Symbiats are proficient in the whip (exotic weapon) but it'd likely require approval. Also, I'm not sure which proficiencies cover which weapons.

All in all, a pretty roguish build, with a strong TK focus (that in the later levels will grow to Telekinetic Maneuvers and the Vader Special) that should be useful in and out of combat, though not too much in social situations.


Aipaca -- Man, I hate to say this, but I think you're just a half-day late to the party. I've got eight candidates so far, and I believe that's going to be my maximum.

I apologize profusely for not flagging the thread as closed yesterday.

But hang around a minute more:

Announcement One!

I want everyone to understand something about this game -- we're not going to be in any hurry. Most PbPs call for one post each day; *I* am only asking for one every 48-72 hours. Things are going to be slower-paced in terms of how quickly the story is told, even if the events are intense.

If you need a faster pace than that, this game might not be for you.

Consider your expectations, folks, and make them known. We may end up culling our numbers a bit; there *is* a minuscule chance I might run two tables. I won't flag this thread closed until all our candidates have shared their expectations (especially in terms of pacing), and we've had a chance to hammer things out.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Eh, PbP are slow. I'm fine with that.

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