Star Wars: Republic S.O.E.

Game Master Loup Blanc


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Sundakan wrote:
I actually only have Con 10 because I was a bit attribute starved (I have a 16 Int because that's the attribute the turret uses to attack). I took the Feat that lets me use Str for my Fort defense and my race gets Toughness for free though so it's like having a 12 Con for HP and a 16 for Fort.

If you're planning on the mostly Soldier build, you'll be fine. They start with 6 more HP than the other classes (beside Jedi, of course) and get one more per level than Scout and two more than Nobles and Scoundrels. Even without Con you won't be hurting and if you wear decent armor, you'll get a boost to your Fort Defense there.

You could also always make a droid and forget Con altogether. ;)


I think ill just reduce Charisma by 2 and increase Constitution by 2.


Storyteller Shadow wrote:
I think ill just reduce Charisma by 2 and increase Constitution by 2.

-1 Deception for Shake it Off, +1 Endurance, +8 hp, and +1 Fortitude Defense seems like the right way to go. ;)


Qal Orne wrote:
Storyteller Shadow wrote:
I think ill just reduce Charisma by 2 and increase Constitution by 2.
-1 Deception for Shake it Off, +1 Endurance, +8 hp, and +1 Fortitude Defense seems like the right way to go. ;)

:-)


Changed up the reason for my Imprisonment in my Background.


I'm going to be withdrawing Harkol. I'm not 100% happy with how he turned out, and there are a lot of similar submissions. I'll be submitting something else in his place.


I updated Khrr and reposted him here:

Khrr
Wookie Soldier 8

Combat Stats:

Str 22
Dex 14
Con 16
Int 10
Wis 12
Cha 10

HP 96
BAB +8
Force Points 9
Damage Bonus +4
Damage Threshold 23/27 (armor)
Power Hammer:
Normal - +16 to hit; 2d12+20 damage
Power Attack - +13 to hit; 2d12+29 damage
Prime Target - +18 to hit; 3d12+20 damage
Charge - +20 to hit; 2d12+24 damage
Prime Target and Power Attack - +15 to hit; 3d12+32 damage
Prime Target and Charge - +22 to hit; 3d12+27 damage
Power Attack and Charge - +17 to hit; 2d12+36 damage
Prime Target, Power Attack, and Charge (AKA Deathhammer) - +19 to hit; 3d12+36 damage

Fortitude 26 (+8 level, +3 armor, +2 class, +3 con)
Reflex 26 (+8 level, +4 armor (improved Armor Defense), +2 dex, +1 class, +1 Dodge)
Will 22 (+8 level, +1 wis, +3 armor, +0 class)
Class bonus: +1 ref, +2 Fort, +0 Will
Speed 30'

Species Features:

Extraordinary Recuperation: A Wookie regains hp at double the normal rate.

Rage: 1/day, a Wookie can fly into a rage as a swift action. While raging, the Wookie temporarily gains a +2 rage bonus on melee attack rolls and damage rolls but can't use skills that require patience or concentration, such as mechanics, stealth, or use the force.
A fit of rage lasts for a number of rounds equal to 5 + the Wookie's Con modifier. At the end of it's rage, a Wookie moves -1 persistant step along the condition track. The penalties imposed by this condition persist until the Wookie takes at least 10 minutes to recuperate, during which time the Wookie can't engage in any strenuous activity.
Weapon Familiarity: Wookies with Weapon Proficiency (Rifles) are proficiency with the Bowcaster.
Skills: Wookies are great climbers and may choose to take 10 on Athletics checks to climb even with distracted or threatened. Known to pull the ears off of Gundarks, they may choose to reroll any Persuasion check made to intimidate others, but the result of the reroll must be accepted even it it's worse.

Skills:

Endurance +12, Initiative +11, Perception +10/15, Stealth +11, Persuasion +9 (reroll for intimidate)

Talents:

Armored Defense (Core Rulebook; free to soldiers), Improved Armored Defense (Core Rulebook), Jet Pack Training (KOTR Campaign Guide), Improved Trajectory (KOTR Campaign Guide), Devastating Attack (Advanced Melee Weapons; Core Rulebook), Weapon Specialization (Advanced Melee Weapons; Core Rulebook), Ambush Specialist (Rebellion Era Campaign Guide), Destructive Ambusher (Rebellion Era Campaign Guide), Keep It Going (Rebellion Era Campaign Guide)

Feats:

Dodge (Core Rulebook), Mobility (Core Rulebook), Power Attack (Core Rulebook), Skill Training (Persuasion; Core Rulebook), Weapon Focus (Advanced Melee Weapons; Core Rulebook), Improved Charge (Core Rulebook), Powerful Charge (Core Rulebook), Unstoppable Force (The Clone Wars Campaign Guide), Grand Army of The Republic Training (The Clone Wars Campaign Guide)

Gear:

Power Hammer (Force Unleashed): 2d12 damage, -1500 credits, 10 kg, requires 2 power cells to operate.

Hammer Weapon Modifications (Starships of The Galaxy):
Improved Accuracy (+1 equipment bonus to hit) -2000 credits
Improved Damage (+2 equipment bonus to damage) -2000 credits

Beskar'gam Medium Armor (Scume and Villainy): +8 armor bonus to ref defense; +3 equipment bonus to Fort defense; +2 max dex; -7000 credits; Military availability; 13.5 kg

Armor Upgrades (3 slots; Scum and Villainy):
Internal Generator (-1 slot; -1000 credits)
Improved Vacuum Seals (-1 slot; -5000 credits)
Helmet upgrade (-0 slots; Core Rulebook) +2 equipment bonus to Perception; -4000 credits
Armorplast (0 slots; -900 credits)

Armor Modifications (Starships of The Galaxy)
Fortifying Armor (+1 bonus to Fortitude Defense) -2000 credits
Equipment: Wrist mounted Ascension gun (can only fire a line) -1200 credits, 2kg weight

Power Pack x20 -500 credits 2 kg weight
Field Kit -1000 credits, 10 kg
Licenses for all gear -2000 credits

9900 credits

10000 credits to put towards ship

Background:

Event: Imprisoned - For having the audacity to question why my clan worked for the Sith instead of following our traditions of attacking everyone, I was subdued and imprisoned in the Spire, a notorious prison, until a jailbreak was staged to rescue a republic spy named Hezran Ro, who had information necessary to stop a Sith superweapon. Ro demanded that I be taken with him, as I had saved his life several times during incarceration, and because he had never heard of a Wookie Mandalorian. I left with him and aided his assault on the location of the superweapon. Once the battle was over, I was trying to decide what to do with my life when Ro offered to get me a position in the newly founded Special Operations Executive. After several probationary missions where he performed in an exemplary if devastating on the scenary manner, Khrr has been cleared to join the SOE and sent on his first official mission.

Who do I know: Hezran Ro, a senior member of Republic Intelligence, who was a prisoner with me in the Spire; Jedi Knight Ansel Fi'Ha, a travelling knight who was part of the group that helped free me and destroy the superweapon. I greatly respect his combat ability, and I consider him a worthy foe.

Who knows me: Kassro Orthon, the Mandalorian clan chief of my former clan. He has been thoroughly seduced by working for the dark side, and hopes to become a sith himself, although no one knows this.

Why was I picked for this mission: There are several blast doors between the target and the entry point, and taking in explosives risks setting off detectors, so an incredibly strong Wookie known for swinging a ridiculously large and powerful hammer was assigned to the mission, specifically to knock down those blast doors.

Backstory:

Khrr left Kashyyyk in chains as a captured "fighting beast" along with several of his younger siblings. The slavers who took them alternating between starving the Wookies and feeding them drugged meat. While he tried to resist eating as much as possible, Khrr knew that he would die without food, so he ate as little of the meat as he could to sustain life, and waited, biding his time during the trip. The slavers had miscalculated the course, however, and exited warp in the middle of a Mandalorian controlled system, near one of the Mandalorian's starbases.
As the Mandalorians prepared to board the ship, they heard a roar through the bulkhead, and the sounds of blaster fire. By the time they had cut through the bulkhead, there was nothing living on the ship, save for a savage looking Wookie that collapsed from his wounds. Looking at the raw devistation he had wrought, they knew that they had found someone who could become Mandalorian. They took him to one of their doctors, who managed to save the young Wookie's life.
And so began the saga of Cur The Deathhammer...

Level Progression:

1st level: Talents: Armored Defense (Core Rulebook; free to soldiers), Improved Armored Defense (Core Rulebook), Jet Pack Training (KOTR Campaign Guide); Feats: Dodge (Core Rulebook), Mobility (Core Rulebook)
2nd level: Talents: None; Bonus Feats: Power Attack (Core Rulebook)
3rd level: Talents: Improved Trajectory (KOTR Campaign Guide), Devastating Attack (Core Rulebook); Feats: Skill Training (Persuasion; Core Rulebook)
4th level: Talents: None; Feats: Weapon Focus (Advanced Melee Weapons; Core Rulebook); Attribute increases: +1 Strength, +1 Dexterity
5th level: Talents: Weapon Specialization (Advanced Melee Weapons; Core Rulebook), Ambush Specialist (Rebellion Era Campaign Guide); Feats: Improved Charge (Core Rulebook)
6th level: Talents: None; Feats: Powerful Charge (Core Rulebook)
7th level: Talents: Destructive Ambusher (Rebellion Era Campaign Guide), Keep it Going (Rebellion Era Campaign Guide); Feats: Unstoppable Force (The Clone Wars Campaign Guide)
8th level: Talents: None; Feats: Grand Army of The Republic Training (The Clone Wars Campaign Guide); Attribute increases: +1 Strength, +1 Dexterity


Okay, here's the new guy. Republic SIS agent Joran Gres. Disguise artist, infiltration expert, and spy.


Oooooh hello one of my favorite gaming systems of all time.

Color me ludicrously interested. I'll get something up in a couple of hours.


Are you averse to multiple submissions? I have both a Jedi and a Scoundrel/Gunslinger that would probably be awesome for this game kicking around in my brain pan


Continuing in a long process of quick one-off posts, I'm once more apologizing for not having more concrete feedback for people just yet. I'll get full responses up at some point, but by now I'm not hopeful for it happening before I get home from the family trip (which should be by the 17th or so). I know that's a bit longer than I'd said, and I am sorry about that, but between long days out with family, getting home late, and all that, I simply don't have the time at the moment to fully review everyone's submissions.

In a quick response to ElegantlyWasted's question, however: Please only submit one character. It makes it a lot easier to keep track of for me, and lets you focus on making one submission that's fully formed and realized.


Fine with me, it gives me more time to make my character. Flipping back and forth between these different PDFs is getting a bit tiring on top of having to do a bit of research on setting details to write a coherent backstory.

The Talents are the worst part. If I were sure I was going to be playing this system more I'd make documents that just had Talents, Feats, and Gear each saved to their own pages.


It isn't perfect, because it doesn't actually list what most things do (or even what groups or trees they're in, for the most part), but the Star Wars RPG Index is a decent tool for trying to find some stuff. If nothing else it can be interesting to scroll through and check out Talents and Feats whose names catch your eye.

I will say that it's a shame there isn't a better master list of Talents, at least that I know of. Maybe somebody's made one, but I don't recall having seen it.


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Actually, someone has made such a thing. As far as I know the following is a complete list of feats and talents and it also lists which book each can be found in.

Click me.

I should point out that you should check the actual feat and talent in the actual book as the brief description in the above link may differ somewhat from the full description of the feat or talent in the book.


Castor, you beautiful creature.


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Heh... Thank you.

As for equipment, there is the following, though I am not certain how accurate it is.

Click me.

Furthermore, here is a useful link I posted in the other thread Loup Blanc put up (the one about multiple campaign ideas).

Click me.


You're a god among men.

Or you would be if you hadn't held out on that for so long. =(

Now you're just a flawed, mortal hero.


So, more fun then? :-P

Actually, I thought the last link which I had posted in the other thread included the other two (the equipment one I just discovered myself). Thing is though, I did not remember I had not posted it in this thread. Y'know, the actual recruitment one. Sigh...


Okay. Mostly done. Just have to do equipment.

Here's Tiric Nuruodo.

I will probably flesh out the background a bit more. I'm trying to add plenty of background hooks (i.e. reasons he'd be interested in/well suited for this mission). It is, however, super late so if I screwed anything up just let me know and I'll fix it.


ElegantlyWasted, you cannot take both Telekinetic Savant and Telekinetic Prodigy at the same level, because one has the other as a prerequisite.


If I missed this somewhere I apologize. For using other Force Traditions are we limited to those can only be around during the Old Republic? I know you are not going completely by canon, but I wanted to check this out first.


Castor, indeed, you are a beautiful creature. And mortal heroes are so much more interesting than gods...

Rhal: Yes, I'd rather we stick to ones that at least could have been around. That said, you could also reflavor the talents from other trees--the designers themselves have commented outright that the names of abilities in Saga don't matter much, and you can call them what you want. I'll also say that if you're building a character from a separate Force tradition, you'll need a good reason why they've been invited to join this team, which is closely tied with the Jedi.


ElegantlyWasted, the GM is also using the Pathfinder level feat progression, which means you get feats every odd-numbered level, as opposed to 1, 3, 6, etc.

Castor, would you mind taking a look at my new submission, Joran Gres? I'd like a second set of eyes to make sure I didn't miss anything.


Phntm888, regarding Joran Gres:

Hit points and defenses appear correct.

Base Attack should be +7 (+5 from Scout, +2 from Scoundrel). Based on that, I think your attack modifiers with the various weapons need a bit of change (depending on their item modifications and upgrades).

Trained skills seem alright (Deception is the skill granted by the Politics background I take it).

Feats also seem fine.

Talents seem fine except for the following: At level 6, which is taken as your 3rd Scoundrel level, you have picked Improved Stealth. That, however, is a Scout talent. Now, I know Prestige Classes are backwards compatible talents-wise in this game, but I am not sure if that also is true for Heroic Classes.

Languages seem fine.


Thanks for the catch there feat wise, Joran. I will never scoff at more feats!

I'll adjust my level-by-level progression to account for the prerequisites, Castor.


Excellent, thank you. That was exactly what I needed, and I delineated my attack bonuses with the various feats I have. Deception is the trained skill from the Politics background (since I got Gather Information via the Informer feat).

As for Improved Stealth at Level 6 with the third level of Scoundrel:

GM Loup Blanc wrote:


SCOUNDREL
Starting Feats: In addition to their regular starting feats, Scoundrels gain Improved Defenses and Weapon Proficiency (advanced melee weapons). For those who live by their wits, natural reflexes and luck are more important than armor, but a vibroknife at your side is never a bad plan.
Talents: Scoundrels gain one rank of the Dastardly Strike or Sneak Attack talent for free; perhaps more so now than ever, it pays to take whatever advantage you can. Additionally, Scoundrels can take the Improved Stealth talent from the Scout’s Camouflage talent tree.

Since Loup gave Scoundrel access to it, I thought it would be a crime to not take it for a spy character :).

Glad I could be of help, ElegantlyWasted. In this game, as in every game, more feats is always a plus.


Gah, I had forgotten about that. Ah, well... As someone already mentioned, I am only mortal. ;-P


Wow...I also thought you had posted that link in this thread!


Dot. Thinking a super awesome mechanic/gunslinger. Will get stuff up later.


GM Loup Blanc wrote:


Rhal: Yes, I'd rather we stick to ones that at least could have been around. That said, you could also reflavor the talents from other trees--the designers themselves have commented outright that the names of abilities in Saga don't matter much, and you can call them what you want. I'll also say that if you're building a character from a separate Force tradition, you'll need a good reason why they've been invited to join this team, which is closely tied with the Jedi.

I had an ides, but not sure how if it work or be allowed. Using the Jenaasri talent tree and taking the Imperial Knight PrC to reflex a splinter group of the Jedi Order that focuses equal to or more on armor than lightsabers. I know by canon the Jenaasri are not around until the Rise of the Empire era/Rebellion era and the Imperial Knights are from the Legacy era.


I still need to write my backstory, but I've got my crunch together for a Mechanic / Gunslinger. Wanna take a look, Castor old buddy? :P


Since nobody raised mechanical concerns, here's thunderbeard's character proposal.

Story (also in profile, along with stats):

Never more than an illegal prototype line, the HK-51 series was designed by the Czerka Corporation in secret a few years before the Treaty of Coruscant. Unlike previous assassin droid models, the ’51 was designed with two failsafes against flaws in earlier lines: 1) It contained an optional “loyalty subroutine” that would imprint on the “master” who initially activated it, unable to betray that person’s orders until their death no matter how much it was reprogrammed; and 2) its combat training was designed to deteriorate during long periods of inactivity, to the point of becoming a normal protocol droid, with abilities and software gradually re-activating after successful combat incidents. Still, during the chaos of the war, a few small shipments containing deactivated HK-51 droids disappeared from Czerka cargo hauls, and it was inevitable that at least some of them might fall into the hands of Jedi agents.
This droid is one such exception. Deactivated from manufacture until being found by an intrepid scout in service of the Republic cause, he was reprogrammed and activated deep in a shielded test facility, with a loyalty subroutine successfully activated to accept orders only in the service of the Republic. While most HK droid units have seen use on open battlefields, the line’s armor does contain hard points for attachment of a “disguise” droid chassis, and this particular droid has been encased in the outer patterned shell of “S-5K3-GG3,” a bulky protocol droid with extensive etiquette subroutines also manufactured by the Czerka corporation. The deception has proved extremely valuable to his Republic handlers on special missions; mimicry software allows “S-5K” to pose as a well-respected and common (and interchangeable) protocol model, providing translation, infiltration, and a false sense of unimportance on intelligence-gathering missions, while underlying Sith protocols and the ability to identify himself as an undercover Czerka assassin droid have allowed the same robot to briefly gain the trust of Sith soldiers and undercover agents alike.

Still, being a convincing double-agent was never the function of major HK-51 programming. S-5K is also a skilled killer, though his combat software has been gradually replaced and remodulated over his time of service. Thanks to the unnecessary bulk of certain parts of his chassis, the droid has gradually replaced many of his own panels with secret compartments, able to conceal a variety of deadly and tiny weapons inside of his chest, legs, or even his own hand. Beyond this, he’s also been sent on personnel retrieval missions against Sith agents whose trust he might gain; and so S-5K has also learned close-combat routines centered around unarmed fighting, gaining experience in sucker-punching and strangling target into unconsciousness just before a targeted extraction.

Of course, being reprogrammed for nonlethal combat has its own quirks, and S-5K’s heuristic processor—one that could not easily be wiped without having to rebuild his custom programming from scratch—has, expected, picked up a bit of personality. Specifically, S-5K is an insufferable optimist, something of a true rarity among both assassin and protocol droids, and carrying with it a poorly-developed sense of comedy and artistry.

S-5K’s role in the mission on Carratos is strictly need-to-know; and, as an experimental (and secret, illegal, and frequently disavowed) Republic asset, he’s not quite someone who needs to know. Still, his Sith identification tag should allow him to easily identify himself, make contact with and call out at least some part of the Sith spy network on [REDACTED, AWAIT PERIODIC UPDATE], as well as allowing him to scout ahead, gaining access to [CONFIDENTIAL] computer system, find an ideal location in [AWAIT PERIODIC UPDATE] for any necessary suppressive sniper fire, as well as [CONTINGENCY SCENARIO ONLY] take out [REDACTED TARGET] in hand-to-hand combat and/or deliver [CONTINGENCY SCENARIO REQUIRING ADDITIONAL PROVISIONING] chemical agents for maximum exposure.


I will admit that droid PCs and their creation intricacies give me a bit too much of a headache, so I generally avoid checking them for discrepancies and such. Heh, sorry... :-)

YoricksRequiem, regarding your submission:

Ability scores I will just say the following: Technically, with the Sluissi having a -2 penalty to Dexterity and a +2 bonus to Intelligence, that means that your gal either had a Dexterity of 22 at character creation (which then got reduced to 20), or she had a 20 (which got reduced to 18 and then raised to 20 again via the ability increases at levels 4 and 8), or something in between those two starting scores. As far as I can tell, per character creation rules, there is no upper limit to ability scores at character creation (I can only find a lower limit, that being 10 before racial adjustments, or 10 after racial adjustments if you are a Jedi), but I just thought to mention it anyway.

BAB, hit points and defenses appear correct.

Languages are fine.

Skills seem correct with the following caveat: That you raised Intelligence from 15 to 16 at level 4, thus gaining an extra trained skill, in this case Acrobatics (as Soldier does not give access to Acrobatics and your Background skill is Stealth).

Feats appear fine. You just have forgotten to put Quick Draw in the list of feats I think (you have it in your progression).

Talents seem alright.


Whoops, yeah, Ability scores can't go higher than 18 before species adjustments, please. I want you to be heroic, and the border between building well and min-maxing is hazy, but that seems a little much.


Adjustments made. Thanks, guys!

I'll finish up my backstory this weekend.


YoricksRequiem, you should have 3 from Soldier + 4 from Int = 7 trained skills (all picked from the Soldier's list), plus Stealth. So you appear to be missing one. Might I suggest Knowledge (Tactics)?


Ack, thanks!


HK-51 "S-5K"

Abilities, Hit Points, BAB, all look good.

You appear to be missing your Dex bonus to Reflex Defense. I believe you add a +4, because of your armor.

Weapon attack bonuses all look good. Weapon damage, you add half your heroic level (+4) to all damage rolls before adding other bonuses. Your heavy blaster should have +8 (+4 half-level, +2 Improved damage, +2 Weapon Spec), with the other two pistols having +6 (+4 half-level, +2 Weapon Spec).

For Feats, it looks like you have "Grapple after Grab to immobilize enemy" as what "Precise Shot" does under Feats. I do not believe Precise Shot allows you to do that, so some formatting may be needed. It might also help to denote at which character level you took each feat. Feats otherwise look good.

Talents, I don't believe you would get the free rank in either dastardly strike or sneak attack from multiclassing, although I am willing to admit I might be wrong on that. Never mind that, I just found the post where the GM gave a tentative yes to it. Excuse me, I think I'm going to pick up a rank in Dastardly Strike for my multiclass now. Evasion is a Scout talent, not a Scoundrel talent. I know the GM gave the Scoundrel the Improved Stealth talent, but I don't think he gave the Evasion talent as well. Again, denoting which character level you took each talent at might be helpful for formatting.

Skills all look good, although it may help to show what the modifier for each is so you can quickly reference it, rather than have to add it up each time.

Equipment looks good overall. Star Wars Saga doesn't really have any currency delineation for a half-credit, so you may need to round the total cost of your heavy sonic pistol up or down to the nearest whole number. GM's call if he wants you to do that, and which way.


Here you go...

aptinuviel: Qal Orne, Male Human Scout 3/Scoundrel 3/Jedi 1/Saboteur 1

colin spear: Gorshym, Male Wookie Soldier 4/Jedi 3/Force Adept 1

Dennis Harry/Storyteller Shadow: Hugo Lightbringer/Trevan Darksome, Male Human Scout 1/Scoundrel 1/Jedi 6

dragonhunterq: Tavin Gunn, Male Duros Noble 3/Scoundrel 3/Scout 1/Ace Pilot 1

ElegantlyWasted: Tiric Nuruodo, Male Chiss Jedi 7/Jedi Knight 1

F. Castor: Callum Vorn, Male Human Scout 1/Jedi 7

JDPhipps: Alaric Quor'ran, Male Human Jedi 7/Jedi Knight 1

Joy: Vintressa, Female Nautolan Scout 3/Scoundrel 1/Soldier 3/Bounty Hunter 1

Joynt Jezebel: Dead Mona, Female Givin Noble 3/Jedi 3/Soldier 1/Force Adept 1

kamenhero25: Jal Raxis, Male Rattataki Jedi 2/Scoundrel 5/Crime Lord 1

Phntm888: Joran Gres, Male Human Scout 5/Scoundrel 3

rungok: Pato Bendo, Male Ithorian Jedi 7/Force Adept 1

thunderbeard: HK-51 “S-5K”, Male Droid Soldier 4/Scoundrel 3/Gunslinger 1

Vrog Skyreaver: Khrr, Male Wookie Soldier 8

YoricksRequiem: Takesh, Female Sluissi Soldier 3/Scoundrel 4/Gunslinger 1


HK-51, where are you getting the +5 Deflection bonus against missiles and grenades? I don't see anything on your sheet that denotes where it actually comes from, and as far as I can tell it isn't a class feature of any sort for any of your classes. Shield Ratings also don't provide a Reflex bonus as far as I'm aware, so I'd mark wherever it is that comes from on your sheet. Also, your Enhanced Droid ability for +2 Dexterity and your Improved Accuracy should cost more than 2,000; Tech Specialist upgrades cost 1,000 or 10% of the total cost, which is then doubled if you don't have the feats yourself. Your droid currently, minus the costs you listed for those upgrades, cost 32,115 (in addition to any cost for the base droid that I can't find), meaning each of those upgrades would cost you a minimum of 6,423 credits.


Rhal, the Styx Boatman wrote:
GM Loup Blanc wrote:


Rhal: Yes, I'd rather we stick to ones that at least could have been around. That said, you could also reflavor the talents from other trees--the designers themselves have commented outright that the names of abilities in Saga don't matter much, and you can call them what you want. I'll also say that if you're building a character from a separate Force tradition, you'll need a good reason why they've been invited to join this team, which is closely tied with the Jedi.
I had an ides, but not sure how if it work or be allowed. Using the Jenaasri talent tree and taking the Imperial Knight PrC to reflex a splinter group of the Jedi Order that focuses equal to or more on armor than lightsabers. I know by canon the Jenaasri are not around until the Rise of the Empire era/Rebellion era and the Imperial Knights are from the Legacy era.

So, would this be allowed? Understandable if not.


I'm not sure this engineer guy is coming together. I may scrap it and start over with something that sounds a bit quirkier but more fun.

Who's the Lorax of the Star Wars universe around here? What's a planet a masked wrestler might come from? Former gladiator turned secret agent, perhaps? I know there's Taris, but anywhere else?


JDPhipps wrote:
HK-51, where are you getting the +5 Deflection bonus against missiles and grenades? I don't see anything on your sheet that denotes where it actually comes from, and as far as I can tell it isn't a class feature of any sort for any of your classes. Shield Ratings also don't provide a Reflex bonus as far as I'm aware, so I'd mark wherever it is that comes from on your sheet. Also, your Enhanced Droid ability for +2 Dexterity and your Improved Accuracy should cost more than 2,000; Tech Specialist upgrades cost 1,000 or 10% of the total cost, which is then doubled if you don't have the feats yourself. Your droid currently, minus the costs you listed for those upgrades, cost 32,115 (in addition to any cost for the base droid that I can't find), meaning each of those upgrades would cost you a minimum of 6,423 credits.

Huh, missed the "or 10%" part. I'm not sure what counts as part of the droid and what doesn't; that's probably a good question for the GM. (Licenses, for instance, are almost certainly not part of the cost; my droid probably costs closer to 15-20k, but it would take a bit of work to calculate it exactly). And the +5 deflection against grenades is from the ABC scrambler, it's listed in my equipment.

F. Castor wrote:
thunderbeard: HK-51 “S-5K”, Male Droid Soldier 4/Scoundrel 3/Gunslinger 1

I guess I did use male pronouns for him, but I'm not sure how appropriate it is to label a droid with a gender?


Rhal, the Styx Boatman wrote:
Rhal, the Styx Boatman wrote:
GM Loup Blanc wrote:


Rhal: Yes, I'd rather we stick to ones that at least could have been around. That said, you could also reflavor the talents from other trees--the designers themselves have commented outright that the names of abilities in Saga don't matter much, and you can call them what you want. I'll also say that if you're building a character from a separate Force tradition, you'll need a good reason why they've been invited to join this team, which is closely tied with the Jedi.
I had an ides, but not sure how if it work or be allowed. Using the Jenaasri talent tree and taking the Imperial Knight PrC to reflex a splinter group of the Jedi Order that focuses equal to or more on armor than lightsabers. I know by canon the Jenaasri are not around until the Rise of the Empire era/Rebellion era and the Imperial Knights are from the Legacy era.
So, would this be allowed? Understandable if not.

I'm not sure if the talent tree or specific prestige class would be allowed, but there's a lot of precedent in the Old Republic setting for heavy armor wearing Jedi as well as sub-factions of the Order. Two classes in the MMO wear heavy armor as force users, Sith Juggernauts (modeled off of Darth Vader) and Jedi Guardians. Also, there are several references to groups within the Sith as well as the Jedi who follow slight variants of the main philosophy. (There are a *lot* of Force users at this time and both orders are really big.)

The Green Jedi are a pretty good example of a faction within the greater Order.


Sundakan wrote:

I'm not sure this engineer guy is coming together. I may scrap it and start over with something that sounds a bit quirkier but more fun.

Who's the Lorax of the Star Wars universe around here? What's a planet a masked wrestler might come from? Former gladiator turned secret agent, perhaps? I know there's Taris, but anywhere else?

Hutta or Nar Shaddaa are planets that come to mind for gladiator combat in this era. Nar Shaddaa is a planet that the SIS are particularly interested in, so being recruited from there wouldn't be a stretch.

For more "high class" gladiators, you could shoot for Alderaan. It's ruled by a bunch of noble families and some have...odd...tastes.


Well Alderann is more organized dueling tournaments than pit fighting. As well as insect monsters, but that's an entirely different story. Nar Shaddaa is exactly where you want to be for blood sport.


My nightly quick update continues! Hopefully it's only a couple/few days now before I have enough time to give full notes on characters--not that I expect to have to say much on mechanics, what with the help going on around! Thanks again to those helping others in the thread.

Joran Gres wrote:
I know the GM gave the Scoundrel the Improved Stealth talent, but I don't think he gave the Evasion talent as well.

I did not. Scouts need to retain some of their own fun, after all!

Joran Gres wrote:
Equipment looks good overall. Star Wars Saga doesn't really have any currency delineation for a half-credit, so you may need to round the total cost of your heavy sonic pistol up or down to the nearest whole number. GM's call if he wants you to do that, and which way.

Round up to the nearest whole. 1 credit is already a tiny piece of currency, judging from the price of most things, so it doesn't make sense they'd go down to halves; it does make sense that whoever's selling something to you would round up.

Rhal, the Styx Boatman wrote:
I had an ides, but not sure how if it work or be allowed. Using the Jenaasri talent tree and taking the Imperial Knight PrC to reflex a splinter group of the Jedi Order that focuses equal to or more on armor than lightsabers. I know by canon the Jenaasri are not around until the Rise of the Empire era/Rebellion era and the Imperial Knights are from the Legacy era.

My apologies for not answering earlier, but I was checking in very quickly last time and this requires a slightly more lengthy response.

I'm alright with people reskinning talents and stuff, as I mentioned before, and I'm also okay with people making up some info about the Galaxy at this time--that's the fun of a loosely detailed period and a game that isn't pretending to be more than loosely canon. That said, it does need to make sense for the setting and feel fitting; considering how decentralized the Jedi are at this time, a faction that focuses on something different is quite possible. But it's equally important to keep in mind that ultimately any organization or NPCs you come up with are under my purview and not your own; in fact, I can even change what you yourself have said about them, or add details that run counter to your original ideas. I probably will, because I like tweaking things and running with ideas, and I don't think the same way you think.

This isn't to say that you have no real power in creating something: you do. If you say that your character's cousin is named Ada and she's a kind-hearted diplomat, I won't have her show up claiming to be Saadia the cold-hearted mercenary (unless she's in disguise). But where you mention that she's a fan of, say, pod-racing, I might add in a favorite racer, or even tweak it to high-risk space-piloting.

So, the short non-answer I can give is to go ahead and give me a brief write-up of what you're thinking for this group, and I'll let you know what I'm thinking for said group.

Sundakan wrote:
I'm not sure this engineer guy is coming together. I may scrap it and start over with something that sounds a bit quirkier but more fun.

Quirky but fun is always a good thing in my book. I like my brooding antiheroes and classic types, certainly, but if at least some of my own PCs have anything to show for it, I'm a fan of offbeat characters. Afraid I can't give a concrete answer to your question on masked wrestler/gladiator origins, but Taris does strike as a decent choice.

thunderbeard wrote:
Huh, missed the "or 10%" part. I'm not sure what counts as part of the droid and what doesn't; that's probably a good question for the GM. (Licenses, for instance, are almost certainly not part of the cost; my droid probably costs closer to 15-20k, but it would take a bit of work to calculate it exactly).

I'd have to do a line-by-line read of the sheet to give you my exact thoughts/calculations, but as a general, I'd say anything that's a system or accessory built into the droid is part of that cost, from base cost of the model to armor to systems to other upgrades that I'm sure I'm not recalling at the moment. Chances are it'll come out to a good deal more than 1,000 credits, though--one of the drawbacks of playing a droid.

thunderbeard wrote:
I guess I did use male pronouns for him, but I'm not sure how appropriate it is to label a droid with a gender?

This might be a joke, but eh. If they've got a heuristic processor, they've got a full personality, presumably up to and including gender. C-3PO certainly seeemed to be "male," insofar as that applies. Maybe masculine/feminine is more appropriate on some level, but unless you want to play your droid as particularly robotic, I think a gender works.

Qal Orne and kamenhero25 wrote:
Nar Shaddaa

Oh, duh. That's another decent one for a gladiator.


thunderbeard wrote:
JDPhipps wrote:
HK-51, where are you getting the +5 Deflection bonus against missiles and grenades? I don't see anything on your sheet that denotes where it actually comes from, and as far as I can tell it isn't a class feature of any sort for any of your classes. Shield Ratings also don't provide a Reflex bonus as far as I'm aware, so I'd mark wherever it is that comes from on your sheet. Also, your Enhanced Droid ability for +2 Dexterity and your Improved Accuracy should cost more than 2,000; Tech Specialist upgrades cost 1,000 or 10% of the total cost, which is then doubled if you don't have the feats yourself. Your droid currently, minus the costs you listed for those upgrades, cost 32,115 (in addition to any cost for the base droid that I can't find), meaning each of those upgrades would cost you a minimum of 6,423 credits.

Huh, missed the "or 10%" part. I'm not sure what counts as part of the droid and what doesn't; that's probably a good question for the GM. (Licenses, for instance, are almost certainly not part of the cost; my droid probably costs closer to 15-20k, but it would take a bit of work to calculate it exactly). And the +5 deflection against grenades is from the ABC scrambler, it's listed in my equipment.

F. Castor wrote:
thunderbeard: HK-51 “S-5K”, Male Droid Soldier 4/Scoundrel 3/Gunslinger 1
I guess I did use male pronouns for him, but I'm not sure how appropriate it is to label a droid with a gender?

Whoops, I must have missed that in your equipment. What book is that from? I have a droid PC in another game who'd love to avoid grenades.

As for labeling a droid with a gender... that's debatable. A common battle droid doesn't really have a concept of self, but a protocol droid like C3PO certainly does, and even though he can't talk R2-D2 is clearly sentient and makes decisions on his own all the time. Typically, droids with a heuristic processor are effectively sentient creatures, as they can develop... well, heuristics based on experiences and use those in the future to operate more effectively. That's the only thing that stops modern-day computer programs from being true AI, so ultimately anything with a heuristic processor in Star Wars is sentient enough to assign itself a gender.

Of course, that also means they're basically slaves, but what can you do?

EDIT: Also, another great example of a sect within the greater Order are the Jedi Shadows. Jedi Shadows hunt down the Dark Side and protect the Order from corruption, and as such don't actually answer directly to the Jedi High Council. They instead answer to the Council of First Knowledge which sets them apart from the Order as a whole, as it's possible that they may need to investigate or take action against other members that have fallen to the Dark Side. There are tons of different Jedi sects that have their own leadership within the grand Order.


GM Loup Blanc wrote:


Rhal, the Styx Boatman wrote:
I had an ides, but not sure how if it work or be allowed. Using the Jenaasri talent tree and taking the Imperial Knight PrC to reflex a splinter group of the Jedi Order that focuses equal to or more on armor than lightsabers. I know by canon the Jenaasri are not around until the Rise of the Empire era/Rebellion era and the Imperial Knights are from the Legacy era.

My apologies for not answering earlier, but I was checking in very quickly last time and this requires a slightly more lengthy response.

I'm alright with people reskinning talents and stuff, as I mentioned before, and I'm also okay with people making up some info about the Galaxy at this time--that's the fun of a loosely detailed period and a game that isn't pretending to be more than loosely canon. That said, it does need to make sense for the setting and feel fitting; considering how decentralized the Jedi are at this time, a faction that focuses on something different is quite possible. But it's equally important to keep in mind that ultimately any organization or NPCs you come up with are under my purview and not your own; in fact, I can even change what you yourself have said about them, or add details that run counter to your original ideas. I probably will, because I like tweaking things and running with ideas, and I don't think the same way you think.

This isn't to say that you have no real power in creating something: you do. If you say that your character's cousin is named Ada and she's a kind-hearted diplomat, I won't have her show up claiming to be Saadia the cold-hearted mercenary (unless she's in disguise). But where you mention that she's a fan of, say, pod-racing, I might add in a favorite racer, or even tweak it to high-risk space-piloting.

So, the short non-answer I can give is to go ahead and give me a brief write-up of what you're thinking for this group, and I'll let you know what I'm thinking for said group.

I would expect nothing less. After all it is your game and your world, and things need to make sense in that world. Which is why I asked first, and din't just assume I could do it. Let me see if I can think of something about such a group up, something a little more specific.


Would you allow the Jedi Knight PrC to take talents from the Knight's Armor from the Imperial Knight PrC?

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