
GM Han Shot First |

Players we are at the end of this story arc. There are several threads that need to be considered.
1. Jaska's injury.
2. Huuna's response to the turn of events
3. The potential impact of Donavaan's killing of an Imperial security person.
4. Do you take the job to deliver "information" to the CIS Senator?
5. If you stick around, what's going to happen when the clones wake up in another couple of minutes.

GM Han Shot First |

Players, as I mentioned in the initial write-up about this campaign - it is very close to our 30 day mark and it is time for our review of how things are going and your willingness to continue.
I would appreciate you candid feedback to the following questions:
1. How has the pacing of this campaign been?
2. Does this campaign have a "Star Wars" flavor? If not, what makes it seem off?
3. How effective has the GM been at keeping things moving? How could he improve?
4. What's been good?
5. What's been bad?
6. VOTE: Do we continue?

Renlo Tacksa |

Answers to questions:
1. I think the pacing has been pretty good. It's been exciting.
2. It definitely feels like Star Wars. Could maybe use some more space combat, but we'll get there, I'm sure.
3. Things have moved along pretty nicely. They'd be slow for a face to face game, but for PbP, they're moving well.
4. I like where the story is headed. I want to stick around and see what happens next.
5. I think we have a LOT more development of our characters to go through, as well as the eventual Jedi revelations and reactions to said revelations.
6. I vote we continue with the game. I'm having fun.
And now, a quick question:
Remind how we were doing HP again? Half, average, roll here?
EDIT: I'm done with level up otherwise.

Storyteller Shadow |

1. How has the pacing of this campaign been?
Good, interesting plotline and entertaining combat.
2. Does this campaign have a "Star Wars" flavor? If not, what makes it seem off?
Feels Star Wars to me for sure.
3. How effective has the GM been at keeping things moving? How could he improve?
I think you have done a great job so far.
4. What's been good?
NPC's are engaging, well structured responses and useful map for combat.
5. What's been bad?
Nothing bad. Combat I think would be better structured if each Post by DM and Players lists the round action, at the end of the round DM provides summary of what happened that round. Makes combat a bit slower but more user friendly in PBP.
6. VOTE: Do we continue?
Absolutely!!!
Great, I will update Gotal later this evening. Taking the Baby and Dogs to Central Park for the afternoon.

Gotal of Umbara |

Hi DM, as we are allowed to use books with the exception of the ones listed on the first page of the Discussion thread I ma branching out from the Core Rulebook for a few new force powers which I will list below. If you disapprove of any choices let me know and I will select something else.
My character update
Jedi Level 2
HP = +10 (20 Total)
+1 to Base Attack
+1 Damage Bonus
+1 All Defenses
+1 to Skill Modifiers
Bonus Feat - Force Training (+4 new Force Powers)
1. Thought Bomb - Jedi Academy Training Manual Page 28 - Deal harmful waves of telepathic damage to nearby enemies within 2 squares.
2. Ionize - Knights of the Old Republic Page 51 - call upon the Force to overload electronic systems and Droids.
3. Cloak - Clone Wars Campaign Guide Page 50 - Bend light around my body to render myself invisible to anyone looking in my direction.
4. Negate Energy - Star Wars Core Rulebook Page 99 - Spontaneously negate a single attack that deals energy weapon damage such as a lightsaber of Blaster.

Moroka Janis |

1. How has the pacing of this campaign been?
Reasonable, all things considered. I can't point fingers as to any delays, since I'm guilty of slow pacing myself, but that's for...reasons...so no real complaints from me.
2. Does this campaign have a "Star Wars" flavor? If not, what makes it seem off?
It does. I think most of us have pretty reasonable expectations as to the feel and are willing to let imagination take care of the rest. I know the two 'jedi' have been trying not to pull sabers, but we all know why. So far, so good.
3. How effective has the GM been at keeping things moving? How could he improve?
I think the GM's responses have been adequate. I've seen a couple GM's do more/more in-depth, but I've seen a great many who are far, far worse. That puts this GM in a pretty good spot on that list.
4. What's been good?
Combinations of combat and non-combat opportunities, decision points, and the freedom to build our characters in a good way.
5. What's been bad?
Well, we seem to have essentially lost a player or two already, but that seems inevitable, given the chaos of life; it may be for the best, since we now have a smaller, more manageable party.
6. VOTE: Do we continue?
I don't see why not. We're just getting started, and I haven't even been forced to brandish my weapon yet, heh.
I'll have to hold off on leveling, though. I may be away for the rest of the weekend.

F. Castor |

1. How has the pacing of this campaign been?
Reasonable, pretty good. Not too slow and not too fast, both of which can be somewhat bad for a PbP by making it either boring and seemingly close to dying or tiring and a chore to try to keep up repsectively.
2. Does this campaign have a "Star Wars" flavor? If not, what makes it seem off?
Yup, Star Wars enough for me. And since this is only the beginning and we are about to broaden our horizons, so to speak, I am sure it will feel even more so down the road.
3. How effective has the GM been at keeping things moving? How could he improve?
Pretty good, all in all. We are given things to chew on in ample detail, especially when we attempt and succeed in skill checks. Furthermore, we are nudged along if stuck a little and so the game is kept moving instead of stalling.
4. What's been good?
My fellow players have already said it. I like both the non-combat and combat situations and the various NPCs, as well as the map. I am also curious and intrigued to see what happens next, which is always a good thing.
5. What's been bad?
Nothing much really. The one thing I can think of would be a certainly confusion as to when one round ends and when the next begins; it would be nice if you told us which round starts when and when it ends and the next one begins. So, I will echo Storyteller Shadow's suggestion about combat round structure.
6. VOTE: Do we continue?
There is no question needed. Certainly.
As for the level up, here it is...
Scout 1 -> Scout 2
Saves: +1 to all
Hit Points: ?
Force Points: 6
Base Attack: +1
Damage Bonus: +1
Feats: Scout Bonus - Skill Focus (Use the Force)
Skills: +1 to all
Class Features: None
May I ask, how are hit points gained at each level up?

Renlo Tacksa |

Gotal, you actually can't take Force Training as your bonus feat. It can only be taken as one of your level based feats. Double check the bonus feat list for the Hedi class to choose a bonus feat.
For flavor reasons, I also suggest not taking Thought Bomb as a Force power, as the only characters who use it in Star Wars are Sith.

Storyteller Shadow |

Gotal, you actually can't take Force Training as your bonus feat. It can only be taken as one of your level based feats. Double check the bonus feat list for the Hedi class to choose a bonus feat.
For flavor reasons, I also suggest not taking Thought Bomb as a Force power, as the only characters who use it in Star Wars are Sith.
Interesting missed that yesterday, I suppose it makes sense. Instead I will take Skill Focus Use the Force which I was planning to take 3rd level anyway.
Thought Bomb was not listed as a Dark Side power. Hmmm. Will have to think on that one but I have time...

Renlo Tacksa |

I'm not sure why they don't list it as Dark Side. The only time I saw it used was during the Darth Bane saga, by the Brotherhood of Darkness, in an attempt to destroy the Jedi. The power in the JATM is actually really weak compared to the power as seen in the book.

Renlo Tacksa |

That would be far more useful were you not passed out drunk.
The first think we need to do is change the transponder, and that's a mechanics check. Which means Moroka or possibly Jak would have to do that. Pilot and Use Computer come afterwards.

Storyteller Shadow |

I'm not sure why they don't list it as Dark Side. The only time I saw it used was during the Darth Bane saga, by the Brotherhood of Darkness, in an attempt to destroy the Jedi. The power in the JATM is actually really weak compared to the power as seen in the book.
Ah, I thought that power looked familiar. Yep put it in that context I see your point. I will pick Surge next level, that was my 5th choice.

GM Han Shot First |

Ok. As for HP, It is your option, you can take the average level OR you can roll on the boards and take your chances. - if you get a "1" you take what you get.
Dark Side Points --- yes they are in the game and if you get too many, you will become an dark side NPC.
Donavaan you would have one for senseless killing had the guard not shot at you first.
Gotal I agree with Renlo's post. Thought Bomb is a border line power to say the least. I'm glad you decided to go a different direction.
Thanks to all for your feedback.

F. Castor |

When you say average, you mean 1/2HD (for a Scout that would be 4), right? Not 1/2HD+1 (thus 5 for a Scout)?
Also, what we choose to do now, does it mean we have to do it the same way at each level up? Or we can choose each time?
And if we roll a 1, we keep it, we do not reroll?
I think I am going to give rolling a try. If it sucks, I may go with average the next time I level up. If not, I may go either way next time. So, here goes...
Hit Points: 1d8 + 1 ⇒ (7) + 1 = 8
Edit: Nice! The Force was with me it seems. :-P

Moroka Janis |

I suppose I could at least roll my HP. Most of it will have to wait till I get home, likely later tonight. big birthday barbecue and stuff, family's like 'Nope. Not takin' you home till AFTER we've done the song and meal and stuff.' Sigh. You can choose your friends, as they say...
HP roll: 1d10 ⇒ 7
Alright, that'll do.

Storyteller Shadow |

Gotal I agree with Renlo's post. Thought Bomb is a border line power to say the least. I'm glad you decided to go a different direction.
I have no interest in Gotal going Dark Side! When I level I will take Blind from the Jedi training academy book as it provides a benefit to the entire group blinding enemies which grants all other creatures Concealment against that Target.

Jak Kato |

Not much to add that hasn't been said already. The game feels very Star Warsy to me. NPCs feel fleshed out and authentic.
I would like a visual reminder for rounds, like others pointed out. It can avoid confusion. But a big part of that is just the normal confusion that happens with a split party. In the future that will probably be less of an issue.
And, yes, I would love to keep going.

Donavaan Taar |

I ended up taking skill focus in Iniative.
Stat Block
Donavaan Taar CL 2
"Medium Human noble 2
Init +12; Senses Perception +6
Languages Basic, High Galactic, Bothese, Cerean
Defenses Ref 15 (14 flat-footed), Fort 14, Will 15
hp 22; Threshold 14
Speed 6 squares
Melee by weapon +1
Ranged blaster pistol, heavy +2 (3d8+1)
Base Atk +1; Grp +2
Abilities Str 10, Dex 12, Con 12, Int 13, Wis 10, Cha 15
Special Qualities Bonus Trained Skill, Bonus Feat
Talents Wealth
Feats Force Sensitivity, Improved Defenses, Linguist, Weapon Proficiency (pistols), Weapon Proficiency (simple)
Skills Deception +8, Initiative +12, Knowledge (Bureaucracy) +7, Knowledge (Galactic Lore) +7, Knowledge (Tactics) +7, Perception +6, Persuasion +8, Pilot +7, Use Computer +7
Possessions heavy blaster pistol, 13000 credits
"

Jak Kato |

Well, all the cool kids are rolling. Let's press my luck.
Hp: 1d6 + 1 ⇒ (6) + 1 = 7
O.o
Sweet. Still deciding on a fest. But thinking skill focus mechanics.

Jak Kato |

:-)
Not on purpose. But it does go with his character. It stands to reason that anyone fighting in the CIS probably has lots of experience fixing droids.
-Posted with Wayfinder

Storyteller Shadow |

Someone should spend a minute in the Starship's book looking at shooting things from inside a ship ;)
I think that is the one book I do not have, that and the Rebellion Era handbook.

Renlo Tacksa |

I have the Starships of the Galaxy book, as well as the Spacehound talent (giving proficiency with all starship weapons).
The ways to get proficiency with starship weapons are:
Weapon Proficiency (heavy)
Spacehound Scoundrel Talent
Vehicular Combat (gives proficiency with pilot-operated weapons only).
Point Blank Shot and Precise Shot should carry over to starship combat as well, operating at Starship ranges.
This is to the best of my recollection, as I am at work and can't check the book until later this afternoon.
EDIT: Starships of the Galaxy is probably the rarest of all the Saga books. I only have a copy because it came out when I was in college and I could afford to buy new gaming books I wanted as they came out.

Jak Kato |

Here's the updated character. Guys, don't forget to add 1/2 level to your skills. I nearly forgot myself. Every skill should go up by +1, including initiative.
You also add 1/2 level to damage rolls.
Jak Kato
Human Scoundrel 2
HP 26
Init. +4
Perc. +1
Speed 6 squares (30 feet)
Force Points 6/6
STR 9 (-1)
DEX 16 (+3)
CON 12 (+1)
INT 12 (+1)
WIS 10 (+0)
CHA 12 (+1)
Defense
FORT 13
REF 17
WILL 13
Damage threshold 13
Base Attack +1
Offence
blaster pistol, heavy +4 (3d8+1 energy), stun (3d8)
knife +0 (1d4 slashing or penetrating)
Features
Talents: sneak attack (1d6)
Feats: weapon proficiency (pistols), weapon proficiency (simple), point blank shot, far shot, precise shot, skill focus (mechanics)
Languages: Basic, Bothese
Skills
acrobatics +4, climb +0, deception +7, endurance +2, gather information +7, initiative +4, jump +0, knowledge tactics +7, mechanics +12, perception +1, persuasion +2, pilot +9, ride +4, stealth +9, survival +1, swim +0, use computer +2
Equipment
heavy blaster pistol, knife, hip holster, utility belt, food capsules (3 days), medpac, toolkit, power pack (x2), energy cell, comlink (short-range), liquid cable dispenser with grappling hook, glow rod, all temperature cloak, credit chip (200 credits)

Renlo Tacksa |

Well, I don't think the ship's going to answer you with a name. USUALLY ships don't have AI in Star Wars unless they're droid fighters, and even then it's a fairly simplistic combat AI. The computer probably has a name listed, but that name is hardcoded into the transponder, which means when you change it, you can change the name.
Of course, then you have to make sure the name is registered with the BoSS (Bureau of Spaceship Services) or else some starports will flag the name as a false name and investigate.
...I have read far too much about this over the years.
Anyway, trying to decide if my next move should be back to the ship or to the cantina to report to Huuna.

Jak Kato |

Doesn't C3PO talk to the Millennium Falcon during Empire? That always suggested a limited AI to me. Maybe with output to a monitor. I'm not expecting Cortana here.
-Posted with Wayfinder

Renlo Tacksa |

I always thought of that as more a "plug the droid into the computer and he can process the output faster than a human."

Renlo Tacksa |

GM, could we get a full stat block for the ship?
Also, just so everyone is aware, attack rolls with starship weapons use the following roll:
1d20+Base Attack Bonus+Starship Intelligence Modifier+Range Modifier
Here are some spoilers with some talents from the base classes which can be used in Starship Combat.
Adept Negotiator/Master Negotiator
Battle Meditation
Force Haze
Force Intuition
Demand Surrender
Rally
Weaken Resolve/Improved Weaken Resolve
Dastardly Strike
Fool's Luck
Skirmisher
Stellar Warrior
Walk the Line
Acute Senses
Evasion/Uncanny Dodge
Hidden Movement/Improved Stealth
Battle Analysis
Devastating Attack/Penetrating Attack/Weapon Specialization
Draw Fire/Harm's Way
Indomitable
Here are some feats that also have effect in Starship Combat
Burst Fire
Careful Shot/Deadeye
Coordinated Attack
Dodge
Double Attack/Triple Attack
Far Shot/Point Blank Shot/Rapid Shot
Triple Crit
Weapon Focus

GM Han Shot First |

GM, could we get a full stat block for the ship?
Also, just so everyone is aware, attack rolls with starship weapons use the following roll:
1d20+Base Attack Bonus+Starship Intelligence Modifier+Range Modifier
Here are some spoilers with some talents from the base classes which can be used in Starship Combat.
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
Here are some feats that also have effect in Starship Combat
** spoiler omitted **
Thanks for adding this Renlo. Good information