
DM Barcas |

EXPERIENCE!
Everyone gets 2645 EXP from the combat encounters.
562.5 from the space battle escaping Tattooine.
600 from the fight to rescue Luke.
250 from the dianoga in the trash compactor.
733.3 from the fight to take out the tractor beam.
500 from the escape from Starkiller.
Urirawa: 540 RP EXP, 10.19 average per post
Krassus: 400 RP EXP, 8.16 average per post
Raal: 355 RP EXP, 8.66 average per post
Sho Larn: 500 RP EXP, 9.43 average per post
Now, by my spreadsheet, here's what your overall EXP totals should be:
Urirawa: 5705
Krassus: 5430
Raal: 5440
Sho Larn: 5550
That's more than enough to bring you to level 3, and level 4 really isn't that far off either.

Urirawa |

I took the average HP rounded up so that is +7 hp including my Con Bonus.
+7 hp
+1 defenses (though it doesn't show for Ref due to armour)
+1 Threshold
Feat
Dreadful Rage (Rage is now +4 hit and + damage)
Talent
Tough as Nails (so I can get hit a bit more)
Force 6 points
Destiny 3 points
I was wondering if Urirawa's actions are sufficient to be considered worthy of earning a Ryyk Blade.
The damage is basically the same as the Vibro Axe (2d10) but symbolically it is special to a Wookiee.
See Forces Unleashed Campaign Guide or Star Wars wiki for details if you are not familiar with it.

Urirawa |

Noble 1/Jedi 2
HP +7
BAB +1
Saves +1
Theshold +1
Skills +1
Feats: (3rd)Force Training, (jedi 2nd) Weapon FinesseForce Powers: (2+wis=3) Looking into them now, will probably go with some kightsaber combat powers.
I'm not sure if you get a +1 to Skills on 3rd level.
The Saves go up every level but Skills go up at +1/2 level like the bonus to damage is +1/2 level.
I know in the game I run, I consider 1st level +0, 2nd level +1, and 3rd level +1.

Raal |

Raal wrote:Noble 1/Jedi 2
HP +7
BAB +1
Saves +1
Theshold +1
Skills +1
Feats: (3rd)Force Training, (jedi 2nd) Weapon FinesseForce Powers: (2+wis=3) Looking into them now, will probably go with some kightsaber combat powers.
I'm not sure if you get a +1 to Skills on 3rd level.
The Saves go up every level but Skills go up at +1/2 level like the bonus to damage is +1/2 level.
I know in the game I run, I consider 1st level +0, 2nd level +1, and 3rd level +1.
Your right, of course. Fixed. Thanks :)

Sho Larn |

Kensae/Jedi 3
HP +6
BAB +1
Saves +1
Threshold +1
Feat: (3rd level) Force Training
Talent: Telekinetic Prodigy (Force Unleashed) - If Move Object taken with Force Powers, you get an extra power with the telekinetic descriptor for each time the feat is taken
Force Powers from feat:
Force Whirlwind [T] - Knights of the Old Republic
Blind [T] - Jedi Academy
Move Object
Vital Transfer
Cloak - Clone Wars
Energy Resistance - Knights of the Old Republic
[T] = Telekinetic Descriptor

DM Barcas |

So you should have 8 powers (2 of which are move object) plus 2 bonus telekinetic powers, for a total of 10?
1. Move Object
2. Move Object
3. Bonus Telekinetic - Force Whirlwind
4. Bonus Telekinetic - Blind
5. Vital Transfer
6. Cloak
7. Energy Resistance
8. Force Shield
9. Force Slam
10. Mind Trick
That correct?

Sho Larn |

So you should have 8 powers (2 of which are move object) plus 2 bonus telekinetic powers, for a total of 10?
1. Move Object
2. Move Object
3. Bonus Telekinetic - Force Whirlwind
4. Bonus Telekinetic - Blind
5. Vital Transfer
6. Cloak
7. Energy Resistance
8. Force Shield
9. Force Slam
10. Mind TrickThat correct?
You are absolutely correct. Force Slam and Force Shield are both Telekinetic powers as well. All Telekinetic powers plus Move Object work with my Telekinetic Savant talent (put back in Force suite as a swift action).

Raal |

These big long posts take quite some time, but I hope they're worth it.
Worth it. Definately.
I'm taking Hawk-Bat Swoop as my 3rd force power. Urirawa needs a flanker I think.
Edit: Hmm... Just re-read the Force Training feat and it only grants 1 + wis mod force powers, don't know why I thought it was 2 + wis mod. Ah well, I'll stick with surge and battle strike. Leave Hawk-Bat Swoop for now.

Urirawa |

Well I envy your ability to get into Urirawa's character. I am really enjoying y'all. Wait until you see what else I've got planned.
Thank-you.
I write as a hobby; so, doing PbP is a good way for me to practice as I work towards when I can get a novel accepted and published.

DM Barcas |

After the party scene finishes, we'll get to the next set of missions.
Anything in particular you would like to see? Lightsaber-wielding mooks, for instance, to give the chance for some lightsaber duels that aren't against a Sith Lord? Three-dimensional jetpack battles? A whole mess of rancors?
To give you a preview of what's to come, you're going to be hunting down a biotoxin developed by the Black Sun before it gets into the hands of the Rebels.

Urirawa |

Urirawa likes opportunities for melee.
I would like to have a combat in an area where Urirawa can use some of his climbing and leaping skills as part of the combat.
I'm not sure what to do with the money at the moment since most of Urirawa's needs are supplied by the Empire.
He has the Bowcaster for ranged fire and Ryyk blade now for melee combat.
It might be good to draw some mechanics, computer, security tools or items. What do people think?

Sho Larn |

Urirawa likes opportunities for melee.
I would like to have a combat in an area where Urirawa can use some of his climbing and leaping skills as part of the combat.
I'm not sure what to do with the money at the moment since most of Urirawa's needs are supplied by the Empire.
He has the Bowcaster for ranged fire and Ryyk blade now for melee combat.
It might be good to draw some mechanics, computer, security tools or items. What do people think?
Security type items are always good. We should assess some other things as well, such as medical (none of us can heal worth a darn) and skills.
I suggest we see what the mission is and request what we can from the Empire.
Likes: I love dark jedi - always tough and cool. I love jet packs - we should all get one!

Raal |

Likes: I love dark jedi - always tough and cool. I love jet packs - we should all get one!
+1
I'm all for good combat but the obstacle course you had us run on the death star was a bomb, I love skills and skill checks.
But "It doesn't matter what you do as long as you look cool doing it."

Urirawa |

What kind of general specifications do we have to work with like Size, anything already installed like a hyperdrive, any weapon systems, any shields?
For the group's needs the three ships that are close to what we could use are;
Imperial Assault Shuttle
Lamda Class Shuttle
Skipray Blast Boat
They all seem to be built generally around three to four weapon systems
Pilot
Co-Pilot
Gunner
That seems to meet our group's configuration of skills.
Sho is a good pilot.
Urirawa has a variety of skills which makes him good as a fill in for roles or to work computers and shields.
Call is a good gunner.
Raal can back up like Urirawa in Piloting and Computers and also work as a commander providing bonus where needed.
A backup astrogation droid or pilot droid would be good when we have to leave the ship and then call for a pick-up.
Possibly a modified version of the Cargo Ejection System would be good for HALO style insertions (or LOLO Insertions - Low Orbit Low Opening).
We might also want a ship based medical droid for when we get injured or convert some cargo space to cryogenic freezers for transport back to medical bases or long distance journeys when we want to extend the consumables.
-------------------------------
BTW what kind of skill check will we need with the Grav Wings that we are being issued? Piloting, Mechanics Use, Computer Use (Navigation)?

Raal |

It's quite a read going over the staship systems..
So far what has cought my eye is;
Manuvering Jets
Sublight Accelerator
Better sublight drive
combat thrusters
cloacking device, stygium
holo-net transciever...
but as I says, it's quite a read to go through all the stuff I want. Can't we just have all of it?
btw, what type ship do we have? wondering what's the standard equipment on it.

Raal |

Ok, this is the plain transport:
Corellina YT-1300 Transport
Colossal space transport
Init -5; Senses perception +5
DEFENSE Ref 12(flat-footed 12), Fort 26; +12 armor
hp 120; DR 15; Threshold 76
Speed fly 12 sq (max. Velocity 800 km/h), fly 2 sq (starship scale)
Ranged laser cannon (gunner) +2, 4d10x2
Fighting Space 12x12 or 1 sq (starship scale); Cover Total
Base Atk +0; Grp +36
Abilities Str 42, Dex 10, Con -, Int 14
Skills Initiative -5, Mechanics +5, Perception +5, Pilot -5, Use Computer +5
Crew 2 (normal); Passanger 6
Cargo 100 tons; Consumables 2 months; Carried Craft none
Hyperdrive x2 (backup x12), navicomputer
Now to figure out where best to put the 10 points.
I'm thinking less cargo, more luxury, speed and manuverability.

Call Krassus |

I'm not worried about luxury, but I am concerned about the lack of shield rating and the low Reflex score. Plus we need to up that starship scale speed or we're not only a sitting duck, we're a dead duck as well.
Also, strip out the laser cannons and put in something with a little more kick. I advise ion cannons, they're cheaper and leave us the option of not destroying our enemies. Of course, we could add in some missiles to give us the option of blowing our enemies out of the water.
Definitely less cargo, though. Definitely.

Call Krassus |

Wish List:
Combat Thrusters: 1 EP, 10,000 credits
Sublight Drives (5 spaces): 4 EP net, 100,000 credits
Shields, SR 50: 3 EP, 25,000 credits
Quad Heavy Laser Cannons (7d10x2): 3 EP, 30,000 credits
For every 5 tons of cargo we lose, we gain 1 EP.
Basic Luxury Upgrade: 1 EP, 50,000 credits
Medical Suite: 1 EP, 15,000 credits
These are my suggestions.

Urirawa |

I understand your pain Raal.
I think it comes down to how much of a Taxi we want the ship and how much we want it to be multipurpose tool.
It is easier to dedicate the design to one or two functions.
Call's design for example covers much of the basics in a Taxi function to take us to a game mission sight and have a bit of fun doing a shoot-out on the way in or out.
I might suggest a Proton Torpedo Launcher for 1 ep to give a bit more bite.
Of course, we also don't need to get everything today. The ability to trade off some cargo space for ep will allows some ability to later, Upgrade the design as we own it. Giving it a bit of growth after missions is a great incentive program by a GM to see where the ship will grow and become in time.