
Darth Camris |

This will be the OOC thread for the Star Wars – The Covenant of Shadows.
1> Rule System is Star Wars Saga system from WotC.
2> Main book is the Saga Edition Core Book. Additional book is the Knights of the Old Republic Campaign guide. Those are the main two; others may be drawn upon as needed.
3> Character generation will use the Planned Generation system (aka Point Buy).
4> Races are those found in the Core edition and Knights of the Old Republic Campaign Guide. Gungans and Ewoks are not races found in this period normally; so, will be out of play.
5> Characters will need to have some level of technical understanding of society to function in the campaign; so, no primitive backgrounds or species that haven't learned to function in Republic cities.
6> Characters all start at level 5.

Dax Oan |

I've been trying to figure out a way to build a matial artist without spliting his focus to much but I just can't do it lol. So I'm just going to follow the concept and hope tha character turns out well.
I've settled down on him beeing a arkanian offshot, bred for service as a star-fighter/ships mechanic onboard starships guarding merchant vessels.
A scout 2/soldier 3. Now to tool him.

Dax Oan |

Can someone tell me please where I can find starting wealth for 5th level characters?
Oh, and by the way @Six; If you want Six to be the mechanic it's cool, I can realocate the skill focus to somthing else. Maybee take pilot at a trained skill (thus gaining skill focus for it) and use the trait for somthing else..

Desh |

I was curious about starting creds as well. Smerg just kind of hand-waved it at the beginning, but I'm fine if you have a more concrete answer for this game, Darth Camris.
It probably wouldn't hurt to have two mechanics, I would think. I'll drop my training in it, and you two can be the go-to mechanical geniuses. Desh will go another direction once we know how the group is rounding out.

Dax Oan |

Question(s);
1) When using power attack with unarmes strike, is it a one-one exchange or a one-two exchange?
2) When multiclassing why is it necesary to select one of the starting feats? Why not open the posibility to rather select a feat from the class list of bonus feats? (I'm asking becouse I already have all the weapon feats from scout and I'm never going to don any armor as a matrial artist, I'd rather get martial arts than armor proficiency...)

Dax Oan |

2) When multiclassing why is it necesary to select one of the starting feats? Why not open the posibility to rather select a feat from the class list of bonus feats? (I'm asking becouse I already have all the weapon feats from scout and I'm never going to don any armor as a matrial artist, I'd rather get martial arts than armor proficiency...)
No wait... the stealth suit... thats actually light armor if I recall correctly.
**searching**
**searching**
**searching**

Six |

Oh, and by the way @Six; If you want Six to be the mechanic it's cool, I can realocate the skill focus to somthing else. Maybee take pilot at a trained skill (thus gaining skill focus for it) and use the trait for somthing else..
Dax, I'm honestly good either way. I just wanted to make sure we had a pilot. If you'd like that honor, go for it. I'll switch to Mechanics.

Desh |

Also, regarding our 3x pilots/mechanics, I'm liking the idea more and more that this crew pilots multiple fighter rigs to get around instead of one big ship.
Maybe a few of us fly small, fast fighter types and two (or so) of us fly larger Firespray-type ships with Combat Thrusters?
I'm actually looking at re-tooling Desh a bit to be able to pick up Pilot and one other non-combat skill... to be determined when we know what all characters our group will have.
What do y'all think of that idea?

Jerrn Darklighter |

Jerrn - I was checking out your profile, and I'm a bit confused. You took Force Pilot, Instinctive Navigation, and Vehicular Combat(which requires Pilot), but you didn't train Pilot?
If I may ask - is that a mistake, or am I missing something?
Force Pilot allows you to substitute your Use the Force skill for Pilot. You're considered trained in Pilot for all purposes, but you use the Force, Luke. Same for Instinctive Navigation, but only for astrogation and sensor checks.

Six |

Force Pilot allows you to substitute your Use the Force skill for Pilot. You're considered trained in Pilot for all purposes, but you use the Force, Luke. Same for Instinctive Navigation, but only for astrogation and sensor checks.
Jern -> Oh, UtF. Roger that.
I'm liking the idea more and more that this crew pilots multiple fighter rigs to get around instead of one big ship.
Maybe a few of us fly small, fast fighter types and two (or so) of us fly larger Firespray-type ships with Combat Thrusters?
Desh -> I like it, I may have to keep Pilot, after all.
.
Darth Camris |

Your modified carbine is cool with me. Things like that you can build/modify with the Mechanic/Knowledge (Technology) skills. I figure it's something you built along the way, maybe with a friends technical help.
Just remember that such builds are not considered legal by governments unless you're in uniformed service, so can't be covered by a weapon licence (unless you take the "extras" off).
1) When using power attack with unarmes strike, is it a one-one exchange or a one-two exchange?
I read it as one to one.
2) When multiclassing why is it necesary to select one of the starting feats? Why not open the posibility to rather select a feat from the class list of bonus feats?
Sorry man, that's the rule. As this is my first time GMing this system, I don't want to lead off with a bunch of house rules. Maybe after we get some experience...

Desh |

This is mostly for Camris, Sigz, and Lekku.
After rethinking Desh in context of the growing group dynamic (mostly the idea of piloting being a common theme and the skills necessary to accomplish that), as well as re-thinking Desh's backstory as a mercenary/commando, I'm gonna nix the light-saber emphasis. I mean, we already have a guy who runs around with one (and he'll put it to better use than Desh, anyway), I have the option of rebuilding him in one of two ways, and I just want to make sure neither Sigz or Lekku care.
My primary thought was to do a Scout 1/Soldier 4. This would boost his skills, as well as give him a boosted movement speed (which will seriously help him in closing to melee and staying there when it's necessary). I just don't want either of you guys to feel like your character is any less unique by me switching to a similar class selection.
Desh will still not play like either of you. Dax has his whole Force Sensitivity and focus on unarmed combat, while Six still has his whole ranged focus. Desh will still remain a melee brute, but will just have more "commando"-like skill selections while only suffering a little in the HP department.
If either of you guys is uncomfortable/unhappy with me going that direction with Desh, I can make him a straight Soldier 5. He'll be marginally tougher, wiht the only real difference beign that he'l gain access to the elite trooper Prestige class one level sooner.
You guys let me know what you think, then I'll make the changes to Desh.
Camris - whichever way I go, it won't effect the hit point rolls i've made (as it'll still be 4d10) or the opening credit roll i made (still 3d4x25).

Dax Oan |

@Desh; Go for it! I'm loving the whole comando theme the groups getting :) I was actually tempted to make a mandolorian scout/soldier when I was going through my books so I understand perfectly when someone gets a change of heart and I'm rather looking forward to the group dynamics rather than the relevant efectiveness of this and that character. I like my concept, I think it's cool, so I'm running with it. You do the same and everyone's happy :)
@Camris; What I'm wondering is group background. You have a concept going on how you want to start the game; The Heroes on the Run theme, are you leaving the details for us to work out or do you have a set background in mind?

Desh |

Cool.
And about knowing each other before-hand. Feel free to go with whatever your story calls for, but Desh was built to fit with Six. As in I had it in mind that they'd been in the same merc. unit.
If you'd prefer that not be the case, I can dig.
Also, i'll make the mods to Desh pretty quick, and I'll still have one floating skill to allocate depending on whomever else we get in the party.

Dax Oan |

Naah.. Dax is sort of a lone wanderer type, keeping his head down while kicking bad-guy but all over the space lanes.
@Camris; Can you tell us what planet/sector/station we'll start out in. I getting more curious about the sw world and wanted to read up on the relevant planets/sectors/stuff so I can get a fuller concept.

Desh |

It would definitely fit the concept, Sigz.
Desh is updated and should be ready to go. I took Knowledge: Tactics in that skill spot - give his intense mercenary training and background, but am still looking to make sure that's the best choice once we know what these other characters are going to be.
I like how he shaped up... seriously looking forward to getting him into the game.
I'm cool with Desh and Six not having worked together fro a while.. it should make it interesting running back into the guy.
Thanks, again, Camris for stepping up on this. I'm really stoked. I took a look into a few pages of your Second Darkness game and look forward to seeing what you have in store for us. :)

Desh |

Okay, i think Desh is all ready to go. (made one last-minute change on his attributes - but nothing that will really alter anything - boosted con and reduced Dex a bit for more hp's)
Locked, loaded and ready to roll. (including licenses) Can't wait to get the guy some actual armor. :(
@Six, hey, i noticed you have Acro trained on your page, but that's not a Scout skill. Without taking the feat Skill Training (Acro), i don't think you can start with that. Maybe a good reason to take a knowledge skill or Survival?
@Dax: It looks like you didn't update your Will defense after dropping your wisdom and whatnot. It looks a point or two high.