Star Wars - Saga - Frozen Breach

Game Master rhalwarlock

Star Wars

Operation: First Breach

It is a time of desperation for the Galactic Republic. Separatist forces have captured the planet Bespin, shutting down a much needed source of tibanna gas.

Sensing the urgency of the situation, the Republic has prepared and invasion force to liberate the planet. The Separatist forces present a daunting front, and more than brute force is necessary for victory.

In order to ensure victory, the Republic has prepared a plan to soften the planet's defenses ahead of the invasion. This strike team will be the first to breach the Separatists' defenses, and will make way for the liberation of the world . . .


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All good suggestions for a droid, and the 25 point buy sounds more than fair to me. I'm gonna go through the chargen rules again and make D3-K0 when I get home.


Phntm888 wrote:
As to taking a Jedi without Force Sensitivity, I actually have an Echani Martial Artist build that dips 3 levels of Jedi for Elusive Target and Acrobatic Recovery, neither of which requires Use the Force. Of course, it only works with a house rule I use, which is that you can choose to train one of the class's skills instead of taking one of the Starting Feats.

Please excuse me showing off my knowledge of the rules again. I am used to discussing Pathfinder, where many, likely most know the rules better than I, but SW Saga Muh Huh Huh.

Your first point is a fine illustration of what I was saying.

As to taking level 1 Jedi w/o becoming force sensitive, you can always take WP Light Sabers, which fits very well with Daria's planned character.


Hmmmm.... Yeah I can't realy Pres.C. to that quite yet. Thinking though... I only have the core book, the KTOR book, and the scum and villainy book. Along with the ultimate alien anthology.


Daria- How serious are you about being good at lightsaber combat?

And do you want me to keep telling you how to build your character? I have already made some suggestions in earlier posts. I am quite confident about this game system, but I am not going to tell you how to do things any more unless asked.

Isn't Alien Anthology pre-Saga?


I was actually agreeing with you about the viability of multiclassing Jedi for the sake of certain concepts, Joynt Jezebel. You are not the only one with a wide breadth of Saga knowledge :).

Again, I agree such a multi class would not be bad for Daria's character. Weapon Specialization (lightsabers) also does not require the Use the Force skill, nor does the Lightsaber Defense talent. WP (lightsabers) did not work for my Echani Martial Artist build, and I might replace the Jedi dip with a Scoundrel dip for the purposes of getting Acrobatics as a trained skill (the basic build is Scout/3 levels Jedi for Acrobatics/into Martial Artist PrC). The fighting style is essentially punch someone, knock them prone, then punch them when they get up, keeping them prone. Very effective, especially if you branch into Teras Kasi at higher levels.

As to Ultimate Alien Anthology, it is from Wizards' Revised Core rule system, but I've updated species from it before for Saga Edition. The ability modifiers don't change too much, and a lot of the skill bonuses just become conditional Skill Focus, along with maybe one or two other unique features.


AA is pre-Saga, but I know there are several resources that have converted the races there, not all of them effectively.

Rhal: How's that PDF look? I know I keep asking, but I'm very interested to know if our Force Points will be a limited (and therefore hoarded) resource.

On Non-Force-Sensitive Jedi - While technically correct that you can Multi-class into Jedi and not take the Force Sensitive Feat (taking WP Lightsaber instead, as every class starts with WP Simple), you lose quite a lot of the class abilities, as so many of them require UTF checks. It would be interesting to see, though.


Weapon Specialization is a useful ability to gain as is Elusive Target, but Acrobatic Recovery is a trap option. SAGA Edition rules do not ever state that standing up from prone provokes an attack of opportunity which eliminates many of the problems with standing up from prone in the first place, and a DC 15 Acrobatics check already lets you stand as a swift action anyway. That seems like kind of a silly option as well. Lightsaber Defense is also ultimately a terrible talent; at base you spend a swift action for a +1 to Reflex saves, up to a +3 at max. A +3 bonus is moderately useful but it requires giving up much better things in order to get it. Some other talents from the class could be used like the Jedi Consular tree, but the character in seems to be interested in doing it for the purposes of combat, so recommending a social talent tree seems off the mark.

Even Weapon Specialization I would drop if you're heading into Soldier anyway; Devastating Attack makes it more likely that you'll reach their Damage Threshold which can often times be the better option in combat than straight damage, and it gives you access to Indomitable which is a far superior talent to Resilience from the Jedi talent tree in my opinion.

However, not going to tell anyone not to build whatever character they want. I'm just saying that I don't know that you gain a significant benefit from taking levels in Jedi as opposed to building a lightsaber wielder with a different class and taking the feat.


Jereru wrote:
Rhal wrote:
Not familiar with the Pau'an. At least not off the top of my head. Point me in the direction of them and I will review.
They're from here.

They are fine by me.

jemstone wrote:


Rhal: How's that PDF look? I know I keep asking, but I'm very interested to know if our Force Points will be a limited (and therefore hoarded) resource..

No worries. Normally I would have reviewed it by now but I got stuck with working 17 hours straight and was just dead tired. I will be looking it over here shortly.


2 people marked this as a favorite.

Looking over the House Rules PDF that Jemstone shared I will be implementing these rules for the game -

Force Training

After much research, consideration, and noble Bothans being flung to their death, it has become apparent that starting Jedi characters are heavily restricted in what they can and cannot do with The Force. This does not model well when compared with the various movies, regardless of which of the six you actually believe exist and were real. Further, review of the various classes and opponents listed in the game clearly indicate that it is expected that a starting Jedi will have the Force Training Feat. Unfortunately, no other Class is so penalized at game start: All of them start with the appropriate Feats necessary to do their job. To remedy this, all Jedi gain the Force Training Feat at First Level. Playtesting has shown this will not unbalance the game. The Force Powers Suite is modified accordingly, as listed below.

Force Powers Suite

The Force Powers Suite is normally generated by taking the Force Training Feat. When you take this Feat, you would normally gain 1 + WIS modifier in available Force Powers for use during the Encounter. Normally, you must assign each of these points in your Suite to a specific power, with each assignation indicating another use of that power per Encounter. Unfortunately, this once again doesn’t map to the abilities and opportunities available to other Classes. Thus, the Force Powers Suite has been modified so that the Jedi gains a Force Powers Suite equal to (1/2 Level + WIS modifier), with a minimum amount of (1 + WIS modifier) at First Level. The Jedi may use any available power during an Encounter, up to the total number of points in the Force Powers Suite. This requires amending the “Using Force Powers” rule to no longer indicate that a roll of a natural 20 on Use The Force when activating a power recovers all Force Power Suite points at the end of the Jedi’s turn to maintain play balance.

Force Points

Years of fighting against the forces of evil have proven that restricting the Force Point resource to a diminishing pool that only increases at Level-break and replenishes under extreme circumstances is not conducive to the theatrical, over-the-top, Space Opera genre that the game exists in. In fact, it leads players to jealously guard their Force Points like a greedy Jawa, instead of using them during normal game play. Rather than hoarding Force Points for “when I really need it,” it makes more sense, and encourages the Players to engage in more thrilling heroics, if the Characters have access to a dynamic pool of points that they can “spend like water.” Therefore, all Characters gain six (6) Force Points at the start of each session. These points automatically replenish at the start of the next session, unless the GM is running a multi-part, danger-laden session. Force Points are regained by doing foolishly heroic, dangerously noble, and other Star Wars appropriate actions (throwing yourself in front of an AT-AT, running screaming at a bunch of Stormtroopers, and the like).

Data Slicing

There is ample evidence in Star Wars to indicate that data is not handled the same way it is handled in the real world. The reason it was so important for Darth Vader to get back the Death Star plans wasn’t because the Rebels were running around with a stolen copy – it was because the Rebels had stolen the only copy. Data in Star Wars is a valuable commodity: it is not impossible to do so, but it is clearly expensive and difficult to copy data. Droids are not backed up, they are simply wiped clean when they accumulate too much data (and thus, personalities). Ship “brains” are tricky and difficult to repair. Slicers in the game should be aware of this – being sent in to Hutt Space by the Republic Intelligence Service to “steal a few plans” is not something to be entered into lightly!


That looks great! Anything that makes the game more cinematic is fine with me!


What would a 'session' be then, and what about selecting Force Training multiple times?


I will probably tell everyone when the "session" is up, but would probably when a major scene or a few smaller ones have passed.

As for the Force Training you would get 1/2 level plus wisdom modifier each time you take it.


And you can use any power allowed until you reached that, rather than from a selection? It's like the wizard is becoming spontaneous. Seems a little OP, but I won't complain if we go this route.


Alright Pau'an approved then. I was planning on doing a Noble/Soldier, tanky buffer or healer of some kind, since the Jedi gap will probably have enough fillers, but... any problem with us taking the Force Adept PrC, and the like? Or is it too similar in the end to a full Jedi? Because most GMs really mean 'no Force users' when they say 'no Jedis'.


Still building D3-K0. A lot more intensive than a normal character. I should be done tonight after work, just finishing out my equipment and other little things. So far I'm a Soldier 5/Independent Droid 3, though I might switch out a couple soldier levels for scout. I'm trying not to be pure combat, but, at least feat wise, almost all the options are combat based, especially for droids.


Jereru wrote:
any problem with us taking the Force Adept PrC, and the like? Or is it too similar in the end to a full Jedi? Because most GMs really mean 'no Force users' when they say 'no Jedis'.

Most, if not all, of the characters applying have taken some Force related powers/feats/talents so I'd be surprised if there's a total ban on Force users (and to be honest, the special forces are where you'd expect to find a disproportionate number of "lucky" individuals).

My guess would be that the one Jedi limit is more of an "I'm going to implement Order 66 and don't want to stretch disbelief by having too many Jedi still running around afterwards" thing.

If it is 'no Force users' then I'll need to modify my character slightly.


Maybe it's just me, but I've never had an issue with hoarding Force points in my games. Unless you go for a very long time between level ups, I've found that you level up frequently enough that just when you start to get low, you level up and refresh your pool. YMMV, though.

The modification to the Force Power Suite - how bad is the power creep on that, Jemstone? I don't mind Jedi getting it for free at 1st level, but changing it to 1/2 level + Wis gives me pause.

Example Comparison, obviously the extreme case:

As an example, using feat rules for this campaign (every odd level) and Force Training as written, if a level 8 Jedi character with 16 Wis takes Force Training every possible level (1, 3, 5, 7) he gets 4 at level 1, 4 at level 3, 4 at level 5, and 4 at level 7 for 16 Force powers. Using 1/2 level + Wis, our Jedi gets 4 at level 1, 4 at level 3, 6 at level 5, and 7 at level 7, for 21. That's the equivalent to getting a bonus Force Training feat using the normal rules at the level we're at.

Under the regular Saga rules (feats every third level), at level 8 our Jedi with the house rule has 14 points (4 at level, 4 at level 3, 6 at level 6) as opposed to 12 without the house rule, which isn't as large a boost over the norm.

I'll have to see it in action to make a decision on it, but I'm always cautious about house rules that only benefit Force users. RCR had a lot of balance issues in that regard, and Saga eliminated the worst offenders. I'm willing to sacrifice things working differently than the movies for my non-Force user to avoid feeling irrelevant.


Under the normal SW:SE progression rules, I can assure you we had no issues. We tested this rather thoroughly (three years of playing once a week, twice on holidays). The removal of the "return a power to your suite on a 20" rule is a valuable offset. You use a power and it's gone. The major advantage is that you don't choose "I'm going to have Surge three times a day and Force Push twice a day."

You simply use the power as needed, just like every other Class gets to do with their talents and abilities.

Granted, under the Feat Every Other Level rule for this game, that could change. A LOT.

Literally everything on that PDF comes from years of revision and testing. With RAW, they're pretty easy adaptations. I'm willing to accept that they could be weird with a different feat scheme.


Ah... I made a backstory and Paizo ate it, uhhhgg... back to the drawing board.


jemstone wrote:

Under the normal SW:SE progression rules, I can assure you we had no issues. We tested this rather thoroughly (three years of playing once a week, twice on holidays). The removal of the "return a power to your suite on a 20" rule is a valuable offset. You use a power and it's gone. The major advantage is that you don't choose "I'm going to have Surge three times a day and Force Push twice a day."

You simply use the power as needed, just like every other Class gets to do with their talents and abilities.

Granted, under the Feat Every Other Level rule for this game, that could change. A LOT.

Literally everything on that PDF comes from years of revision and testing. With RAW, they're pretty easy adaptations. I'm willing to accept that they could be weird with a different feat scheme.

Surge was errata'd to a free action and can be maintained as a free action, so I have never seen a need for more than one of those, and Force Push was never popular at my tables. I see the point, though. There are powers that it would be useful to have in specific situations that you don't want taking up a power in your suite. Ionize actually comes to mind, unless you know you're facing a lot of droids for it to be worth it.

EDIT: How does this house rule interact with talents like Telekinetic Savant and Telekinetic Prodigy?


So, does the feat becomes static in the number of uses available when you take it, or does the number of uses scale with level as well (1/2 per level)?


Phntm888 wrote:


Surge was errata'd to a free action and can be maintained as a free action, so I have never seen a need for more than one of those, and Force Push was never popular at my tables. I see the point, though. There are powers that it would be useful to have in specific situations that you don't want taking up a power in your suite. Ionize actually comes to mind, unless you know you're facing a lot of droids for it to be worth it.

Yeah, the general gist is "I have these powers in my Force Suite, but for some reason I can only Surge twice before I'm tapped out? And I can only Push once, despite literally every Jedi in the Prequels using it at their whim whenever they had two or more opponents?"

The solution was to say that if it's in your Suite, you can use it, so long as you have "charges" left. Everything goes in the pool, and you still have to manage resources, but you are no longer bound by something that was clearly an arbitrary decision designed to make PC Jedi less effective than NPC Jedi.

To clarify that statement - read through several of the Force Using NPC's in the main book and the supplements that came out shortly after the main book - a lot of them get a Force Training feat for free. Count the math, you'll find they have it when they shouldn't. The only way they could is if Jedi/Force Users were originally intended to get Force Training for free at first level, only to have it removed before press.

Phntm888 wrote:
EDIT: How does this house rule interact with talents like Telekinetic Savant and Telekinetic Prodigy?

I need to remember that this didn't make it into the PDF:

Anything that says "return a power to your Suite" usually gives a +X bonus to the roll, usually a +5 as it counts as a Skill Focus. In Savant's case, as it's a "pick it once to get the bonus, pick it again to get the bonus again," it would be either:

+5 to the roll period, only take it once, have a nice day.
+2 to the roll, take it up to 5 times.
Reroll the power 1/encounter, take the better of the two rolls.

We never used The Force Unleashed (where Prodigy comes from), but on the surface I don't see a reason to change it much. You take Force Prodigy and you get an additional Telekinetic Power every time you get Force Training. Either that or it adds a bonus to your TK-labeled powers.

I'd say it's Rhal's call, ultimately, but that's what I would do.

Myralda Looska wrote:


So, does the feat becomes static in the number of uses available when you take it, or does the number of uses scale with level as well (1/2 per level)?

It scales with level for number of uses, but is static in the number of powers learned per acquisition of the Force Training Feat.

At First Level, with a +2 WIS Modifier, and the Force Training Feat, you would get 3 Force Powers, and 3 uses of said Powers (you can still spend a Force Point to return one use to your Suite).

At Sixth Level, with that same +2 WIS Modifier and no new powers taken, you'd still have 3 Force Powers, but you'd have (6/3 =2 + 2 = 4) 4 uses of your Force Powers.

Phntm888 had the right of it with the example breakdown. If you take Force Training at every available level, you'll gain a number of new powers, and the ability to use those powers at least once per Encounter, each.

The idea here is that a Jedi who doesn't focus as much on their Force Training will still be able to use their powers more often than they would if they never took Force Training, but not so often as a Jedi who spends all their available growth potential on those aspects.

A Jedi with a ton of Force Training feats should have more breadth and ability than one who didn't, but the "only took it once" Jedi should still be able to use their powers more than two or three times an Encounter before tapping out. The "twice and I'm spent" aspect simply doesn't map to the movies at all, and there is literally no other Class that has that hindrance.


Wait, you still have to pick Force Powers for your suite? I read the house rule as "any Force Power in any book published". A lot of my concern is erased if you still have to choose Force Powers for your suite.


Phntm888 wrote:
Wait, you still have to pick Force Powers for your suite? I read the house rule as "any Force Power in any book published". A lot of my concern is erased if you still have to choose Force Powers for your suite.

Yeah, of course. We weren't crazy when we made that change.

You still have to pick what powers you get, you just no longer have to take a power multiple times in order to use it more than once. You get a greater depth, as you now have access to more powers, but you still have to pick which ones you're going to learn. Not every Jedi knows every trick, after all.

I'll take this statement as a recommendation to clarify any future versions of the PDF, so thank you for bringing it to my attention. :)


Here is the crunch for D3-K0, ready to facilitate communications and end hostility. Not sure I've got all the crunch right, as my only other SWSE character (hiya, Phntm888!!) is a pure scout zabrak. Let me know if I messed anything up, or if anybody has any ideas to better streamline things.


One last question: Does the number of powers you're able to select from grow as your wisdom score increases, like the original feat, or just the number of uses only?

Once I know that I'll be able to change Myralda to fit this method.


The only thing the change to the Force Training Feat changes is the number of powers you get to add to your Force Powers Suite. The major change is to the way the Force Powers Suite works.

If you reread, you'll see that instead of the normal (1+WIS, minimum 1) that the original Feat gives you, you now get (1/2 Level + WIS, minimum 1) every time you take the Feat.

If your WIS bonus changes (from +2 to +3), you'd get the +3 the next time you took Force Training. As with the original Feat, it's not retroactive.

So, yes, the number you can learn does increase if your WIS bonus increases. Myralda is actually going to have more Force Powers available to her, because she won't have to sink additional points of the Feat into purchasing a power more than once if she wants to use it frequently.


Unless I'm confusing what you mean, the original Force Training feat is retroactive. If your Wisdom increases after you take the feat you gain additional powers equal to the number of times you've taken the feat. Are you referring to something else?


You know what, you're right. I didn't have my book on me, and was pulling the feat from here - which doesn't mention the retroactive ability.

I'm home now and it's right there in the book, second paragraph under special

I'm sorry, Myralda, in my desire to be helpful, I confused the issue. Yes, it's retroactive. Thanks for the check, JD.

So, yeah, you're getting a broader range of powers at base, and you do get more powers as you increase your WIS. Now that I'm home and checking our notes on the change, we toyed with removing the retroactive additions, but kept them because everything else (HP, Saves, Skills) maintains them throughout.

I think I just need to start carrying my entire library with me wherever I go. I'll be ripped in no time.


Alrighty. I'll be able to change Myralda once I get home myself. Just wanted all bases checked so I didn't mess up. I am a little excited at all the new powers I'll get. Let's see...9 new powers for a total of 20 (with the new starting feat added, and removing duplicates), with a total of...28 uses of known powers.

Check my math if you would, jemstone, to see if I got this down right:

# of Powers
Start Feat - 4 (1 min lv, 3 Wis)
Racial Feat - 4 (1 min lv, 3 Wis)
Level 6 - 6 (3 from lv, 3 Wis)
Level 7 - 6 (3 from lv, 3 Wis)
Total # of Powers - 20

Uses
4 Feats - 7 each (4 from lv, 3 Wis)
Total Uses of Powers - 28


Uses is not WIS-retroactive in the new method, so you'd have less than 28. It would be 20, I think, looking at your numbers.

Also, proving how huge a dope I am, the version of the PDF on Google Drive is an older version which doesn't have the alternate force powers usage value, which enables the "lower power" option - where you only ever have (1/2 Level + WIS) as number of uses per Encounter - both versions worked well. We used "lower power" for circumstances where the Jedi was wavering with The Force, or when they were drugged up or suppressed, somehow. Ideally it could be used for someone going through an alignment shift, as well, but none of our Jedi ever did this. If anyone is worried about Force Users having too many power uses, this is an option Rhal could enable.


So I would have 26 uses?

Start Feat - 2 Wis + 1/2 Current Lv
Racial Feat - 2 Wis + 1/2 Current Lv
Level 6 - 3 Wis + 1/2 Current Lv
Level 7 - 3 Wis + 1/2 Current Lv
10 + 4x4
26?

Also, I that alternate version might work well at certain points as an rp option I wanted to try with Myralda if she got chosen. Her sensitivity to death in the force might weaken her grasp temporarily when a chosen amount of organic beings die within a certain range of her.


Let me see if I can figure out your math, here.

So at first level, you'd have 2 (WIS) + 1 (Level).

Racial Feat (Go Go Miraluka), another 3 (2 (WIS) + 1 (Level)), for 6.

Level 6 would be another (WIS, 3 + Level, 3) 6, for 12.

Level 7 would be another 6, for 18.

I'm not sure what the "10 + 4x4" means?

If Rhal took us to the "lower power" option, you'd have 4 (1/2 Level) + 3 (WIS) = 7 uses per Encounter, which using Pathfinder Wizard terms is still 7 spells per encounter.

And since an Encounter is defined as 1 combat, or 1 social contest, or 1 chase scene, etc, is still a pretty decent number.


Here's the write-up on my ARC Trooper, code-named "Holliday".

Alpha-51; Holliday:

Name: Alpha-51; "Holliday"
Height: 1.83 m
Weight: 79 kg.
Age: 12
Hair Color: Brown
Eye Color: Hazel

Class: Soldier 7/Elite Trooper 1
Race: Human

Strength: 14
Dexterity: 18
Consitution: 16
Intelligence: 14
Wisdom: 12
Charisma: 10

HP: 126

Fortitude: 30 (10 + 8 Level + 5 Equipment + 4 Class + 3 Con)
Reflex: 28 (10 + 8 Level + 5 Armor + 2 Class + 2 Dex + 1 MA)
Will: 24 (10 + 8 level + 1 Wis + 5 Equipment)

Blaster Pistol, Heavy (2)
----------
Attack: +14
Damage: 3d8+6
Critical: x2
Type: Energy

Combat Gloves
----------
Attack: +10
Damage: d6+7
Critical: x2
Type: Bludgeoning

Feats:

Dual Weapon Mastery I
Weapon Focus (Pistols)
Point-Blank Shot
Precise Shot
Dual Weapon Mastery II
Martial Arts I
Grand Army of the Republic Training
Quick Draw

Talents:

Armored Defense
Improved Armored Defense
Second Skin
Weapon Specialization

Greater Weapon Focus (Pistols)

Skills:

Initiative
Knowledge (Tactics)
Perception
Pilot
Mechanics
Treat Injury
Use Computer

Gear:

Blaster Pistol, Heavy (x2)
--Quick Draw Weapon
--Holster, Hip

Katarn-Class Commando Armor
--Helmet Package
--Internal Generator
--Integrated Equipment, 5 Slots
--+1 Maximum Dexterity

Electrobinoculars (Integrated)
Comlink, Long-Range (Integrated)
--Encryption
--Miniaturized
Holorecorder (Integrated)
Jet Pack (Integrated)
Security Kit (Integrated)

All-Temperature Cloak
Camouflage Poncho
Bandolier
--Power Pack (x6)

Credit Chip
--1725 Credits

GM, would you allow me to take the Armored Mandalorian talent from KOTOR without its prerequisite talent? ARCs were specifically trained by Jango Fett and have a strong attachment to Mandalorian culture to the talent tree as a whole makes sense, it's just that Mandalorian Glory isn't really very useful and it feels like a talent tax more than anything.


jemstone wrote:
Myralda Looska" wrote:

So, does the feat becomes static in the number of uses available when you take it, or does the number of uses scale with level as well (1/2 per level)?

It scales with level for number of uses, but is static in the number of powers learned per acquisition of the Force Training Feat.

At First Level, with a +2 WIS Modifier, and the Force Training Feat, you would get 3 Force Powers, and 3 uses of said Powers (you can still spend a Force Point to return one use to your Suite).

At Sixth Level, with that same +2 WIS Modifier and no new powers taken, you'd still have 3 Force Powers, but you'd have (6/3 =2 + 2 = 4) 4 uses of your Force Powers.

So here's the math for # of uses again:

Start Feat - 2 from Wis, 1 from level
Racial Feat - 2 from Wis, 1 from level
6th level - Feat - 3 from Wis, 3 from level
7th level - Feat - 3 from Wis, 3 from level

However, as the uses gained from each feat scales with level, I get 4 base uses at each plus Wis, so it becomes this at 8th level:

Start Feat - 2 from Wis, 4 from level
Racial Feat - 2 from Wis, 4 from level
6th level - Feat - 3 from Wis, 4 from level
7th level - Feat - 3 from Wis, 4 from level

This is where I'm getting confused.

The way I'm understanding it right now is:
1. # of powers gained when the feat is taken is 1/2 level (min 1) + Wis modifier
2. # of uses gained when the feat is taken is 1/2 level (min 1) + Wis modifier
3. # of current powers increases only when Wis modifier increases, or the feat is taken again.
4. # of current uses increases only when reaching an even Level, or the feat is taken again.

Again: I'm good with whatever way it is, just wanting to make sure I'm doing it right. :)


My understanding of it is in agreement on everything up to point 4. I believe the number of uses only increases when you take the feat again. Your current number of uses does not increase when you reach an even level. Again, that's how I read it, and I think that's how Jemstone explained it.

I'm glad I was able to point out a spot of confusion, Jemstone. Hopefully that helps with clarifying other things.

Alright, we've got crunch for all three of our ARC troopers. Shall we talk backstory?

ARC Troopers (JDPhipps, Loup Blanc):

Alright, so, Spook, Breaker, and Holliday. Let's start with how we got our nicknames.

For mine, I was thinking it was after others noticed I really like breaking enemy installations. Like, weirdly so.


So Phntm88 is correct: uses does not increase retroactively. Number of powers does. Your new use value is increased by a fixed (but increasingly large) number every time you take the Feat. If using "lower power", then and only then does uses scale with level, as you gain additional powers, but not uses (uses is a flat, scaling value in that option).

If I'm being honest, I like the "lower power" option. It's simpler and it's easier. Right level with +3 bonus? 4+3 = 7 uses per encounter. Easy.


Eighth. EIGHTH level. Man, I hate posting from my phone. Autocorrect, you are not always correct.


I'm sorry, but a recent situation that needs my attention will take most of the time I had planned for this. Thus, and with all my sadness, I think it's better if I withdraw from the recruitment. :(


Did a bit of reworking on D3-K0.

Easy Access Crunch:
D3-K0
Species: 4th Degree Droid
Class: Soldier 3/Independent Droid 3/Scout 2 - Level: 8
Height: 2.1 m - Weight: 157 kg - Gender: Masculine
Force Points: 9 - Background: Scarred (Persuasion)
DEFENSE
HP: 102
DT: 23
Fort: 24 (10 + 8 Level + 2 Class + 4 Str)
Ref: 24 (10 + 8 Level + 2 Class + 4 Dex)
Will: 24 (10 + 8 Level + 4 Class+ 2 Wis)
Special Defenses: Ion DR 10, SR 15

OFFENSE
Speed: 6
Melee: vibroblade +10 (2d6+4 level+4 Str)
Ranged: BlasTech DLT20a Rifle +11 (3d10+4 level)
Ranged: 2x Heavy Blaster Pistol +10 (3d8+4 level)
Ranged: Grenade Launcher +10 (10x frag grenade: 4d6+4 slashing, 10x ion grenade: 4d6+4 ion)

STATISTICS
Str 18, Dex 18, Con -, Int 13, Wis 14, Cha 8
Base Attack: +6

Trained Skills:
Endurance +9 (+4 Half-level +5 Trained)
Initiative +13 (+4 Half-level +4 Dex +5 Trained)
Knowledge Tactics +10 (+4 Half-level +1 Int +5 Trained)
Knowledge Galactic Lore +10 (+4 Half-level +1 Int +5 Trained)
Mechanics +9 (+4 Half-level +5 Trained)
Perception +13 (+4 Half-level +2 Wis +5 Trained +2 Racial)
Persuasion +8 (+4 half-level -1 Cha +5 Trained)
Use Computer +9 (+4 half-level +5 Trained)

Untrained Skills:
Acrobatics +8 (+4 Half-level +4 Dex)
Athletics +8 (+4 half-level +4 Str)
Deception +3 (+4 Half-level -1 Cha)
Gather Information +3 (+4 Half-level -1 Cha)
Knowledge +4 (+4 Half-level, DC 10 checks only)
Pilot +8 (+4 Half-level +4 Dex)
Ride +8 (+4 half-level +4 Dex)
Stealth +8 (+4 half-level +4 Dex)
Survival +6 (+4 half-level +2 Wis)
Treat Injury +6 (+4 Half-level +2 Wis)

Feats: Armor Proficiency (light, Medium), Skill Training (Mechanics, Perception, Initiative), Weapon Focus (Rifle), Weapon Proficiencies (advanced melee weapons, heavy, pistols, rifles, simple), Quick Draw, Droidcraft, Droid Focus (4th degree)

Talents:
Soldier: Lvl 1 - Battle Analysis; Lvl 3 - Devastating Attack (rifles)
Independent Droid: Lvl 1 - Repair Self; Lvl 3 - Ion Resistance 10
Scout: Lvl 1 - Acute Senses

Languages: Basic, Binary
Gear: electorbinoculars, bracer comp, jet pack, utility belt, security kit, tool kit, computerized interface scope,

Credits: 23,378

Droid Build (Total Cost - 16,932 credits): 4th degree battle droid, two hand appendages, walking locomotion, climbing claws, heuristics processor, vocabulator, improved sensor package, darkvision, locked access, 50kg internal storage, built-in commlink, scomp link, shield generator, second battery, translator unit, diagnostics package, repulsorcam, enhanced intelligence

Easy Access Fluff:
Built by Baktoid Combat Automata for the CIS droid army, D3-K0 served with distinction on several battle fronts, including on Geonosis. With an impressive body count for a mere grunt droid, D3-K0 was slated for a command upgrade before his transport ship was shot down over one of Dantooine's moons. One of only three droids to survive the initial impact, he worked under standing orders: set up an emergency beacon, and shut down in shifts while waiting for retrieval. During the wait, and fending of the random salveger that attempted to take off with their equipment, D3-K0's programming slowly started to become corrupt without any memory wipes. Several months later, the other two droids finally lost power and permanently shut down, leaving him the last droid standing when a small ARC squad investigated the crash site.

Giving up the limited amount of information he had without force, D3-K0 amused the Republic squad enough that they didn't scrap him out of hand. Instead, they took him with them, slowly modifying his hardware and software over time. Finally, after expressing his desire to free his fellow battle droids from the control of the Separatist army, he was turned over to Republic Intelligence, where they had a mission he would be uniquely skilled for...


ARC Trooper Discussion:
That sounds about right. As for Spook, my idea behind that was that he's particularly trained and focused on special operations work, covert missions that are similar to the sort of things the Commandos or Republic Intelligence agents--government "spooks"--engage in. He also has a habit of appearing seemingly out of nowhere, to both enemies and allies. Tactically, the former is important, as most of Spook's work is facilitated through surprise and stealth--he's capable in a firefight, but his skillset isn't geared toward frontal assaults. Even before he received the new reflec coating on his armor, he preferred to move unseen; since that point, it's just made it all that much easier to move nearly without ever being noticed, except when he wants.

In terms of backstory, one of the main things I'm going with is that he was lost on a wilderness planet for some time, forced to survive on his own after a mission went belly-up and his squad was wiped. He reemerged months later, having engaged the planet's hostile forces in guerilla warfare alongside some local resisters. He briefly went back to Kamino for debriefing and psychological checks, during which time he also helped train some clones in survival and guerilla tactics. Since then he's been on several combat and reconnaissance missions, quite probably as part of the new fireteam, putting his skills to work as a different kind of ARC trooper.

Of course, if we want, we can just as easily turn that from "lone ARC trooper works with guerillas" to "lone ARC fireteam bring down Separatist stronghold" or the like.


Alright. Myralda is now updated to the new system.


I just want to say that even if I don't make it in to the game, watching the ARC troopers come together is really making me smile, and I'm confident you three are going to shine when everything gets moving.


ARC Trooper Broskis:

Holliday's name is actually a reference to legendary Wild West Gunslinger John Henry 'Doc' Holliday as he was famous for wielding a pair of revolvers with deadly efficiency, much like Holliday wields a pair of blaster pistols. I thought about just calling him "Doc" and having him be the team's medic, but I know Loup is also planning on taking Treat Injury and I wasn't really planning to specialize in it at all, just be decent at patching people up. Even his numerical designation is a nod to Doc Holliday; he was born in 1951, hence Alpha-51. Now... how did he get that nickname?

I'm thinking it was probably a joke that ended up sticking. Holidays are really cheery, right? They're happy times and being are festive and in better moods than usual... what if Holliday has a reputation for being the exact opposite of that? He's a really bitter dude, just full of snark and sarcasm, not really an optimist or a happy kind of person. Someone made a joke about him lightening up for the holidays or something (Christmas is real in Star Wars, no matter how much we want to forget it) and it just kind of stuck as his nickname. Everything thinks that since he's kind of a hard-ass it probably ticks him off a little that he ended up with that name, but Holliday secretly thinks it's hilarious.

As for what I think the future has in store for Holliday, I'm definitely going to take a few more levels in Elite Trooper in the future, and then probably break off and head into Gunslinger for a while. I'm hoping I'll be able to take Armored Mandalorian to increase Holliday's DR some more as well as get access to Superior Tech upgrades to get even more. Gunslinger levels are primarily for the bonuses to hit/damage, but I still get access to a couple of nice talents that I'll pick up. Next level I'm grabbing proficiency in heavy weapons so I can mount something big and nasty on my armor with my last upgrade slot, from there my feats are mostly open except for Double Attack at some point and the last Dual Weapon Mastery feat, so that I can get three attacks a round.


Sorry for the double post, but I had a thought for my fellow ARCs

ARC Trooper BFFs:
Assuming that we won't have access to the feat at all in the future through Republic resources (if they're around that long, anyway), do we want to potentially invest in getting access to Tech Specialist and Superior Tech, assuming that no one else in our squad does so? Tech Specialist access is fairly easy, but getting to Superior Tech is a pain with the required 17 Intelligence, so it would probably require a light rebuild on one of our parts to get to it. Now, thankfully we all have a decently high INT at the moment anyway (we're actually all tied at 14, I think), but obviously it doesn't do much for all of us to take the feat. Thematically it seems like Breaker is the best well-suited for it, fluff-wise? He has stuff like Skill Focus (Mechanics) that are super useful for a build like that. However, it isn't stretching the imagination much for any of us to end up taking it if need be.

Alternately, we could always ask down the road if that INT requirement could be lowered, too. What are your thoughts, guys?


ARC Troopers:

It isn't a bad idea. I actually based my stats nearly equivalent to Loup's, on account if we are clones there should be a lot of similarity there. Getting my Int to 15 should be pretty doable, I'm just not sure I can get to 16 easily. No way I manage 17 without sacrificing too much, that would have to come as a level up boost.

Also I grabbed Skill Focus Mechanics because Mechanics governs explosives. Bigger booms and all that.

For backstory, one of my key elements was going to be a history of sabotage missions behind enemy lines - destroying droid factories and the like. Typically such a task would be a fireteam's assignment, not just a lone ARC. The planet Spook Planned to be stranded on could easily have a Separatist Drpud factory we were sent to sabotage.

Regardless, starting at the beginning, the Battle of Geonosis. What did we do there?


ARC Trooper Planning:
Actually, from what little I've dug up, apparently the ARCs weren't "defrosted" and used in combat until the First Battle of Kamino, when they were activated as a last-ditch effort to repel an invading Confederacy force. I'm sure we could handwave that and allow them to be at Geonosis--it's only a two-month difference--but I honestly do like the idea that their very first mission was repelling an invasion of their home, working with the Jedi to overcome insurmountable odds. Feels very appropriate.

Anyway, Spook's training from before going into stasis had already had a focus on unconventional tactics, as did most of the ARCs', to some extent. During the battle he was instrumental in performing quick-action reconnaissance with other troopers, moving from hotzone to hotzone to quickly scout the enemy force, make a rudimentary plan, and then attack. While all the ARCs are worth a lot of droids in combat, Spook was instantly aware of the importance of strategy and skill to counter numbers, and he worked with a team of commandos to perform stealth attacks, ambushes, and long-range combat, using the right tools and the environment to adapt and overcome.

The Battle of Kamino also works well as a starting point for the ARCs liking the Jedi and remaining independent through Order 66. At Geonosis, the clones were being sent in along with some Jedi to rescue other Jedi; at Kamino, the clones were working directly with the Jedi to save themselves, their brothers, and what was essentially their home. To me, that lends itself very well to a group of ARC troopers disobeying Order 66 and even working with a Jedi afterwards.


ARC Trooper planning:

Well, in that case, the First Battle of Kamino should definitely be our first fight.

Prior to going into stasis, Breaker's training focused on the use of demolitions and heavy weaponry to dismantle fortifications and vehicles. During the battle he would have used heavy defense emplacements to shoot down battle droid landing craft, as well as keeping the battle droids out of the cloning cylinder chamber, where they could have destroyed thousands of still-growing clones.


Troopers:

Hey guys! Just to lend flavor - the troopers that obeyed order 66 did that because of the chip implanted in their head by orders of Dooku. Most troopers loved the "force generals" they worked with. It's assumed the few that didn't followed the order still had free will because were released before complete. I think you guys are choosing correctly picking the Kamino one, even if it makes you "unborn" for Geonosis. Even though I'm not writing a trooper for this game, I hope you don't mind me posting here with you guys. I might end up submitting something that - even though not a trooper or Jedi - still fits well with your platoon ;)


Super Duper Trooper Squad:
Kamino sounds good personally.

Holliday would have been on the front lines, probably acting as a commander from the skies, re-routing offensives and reinforcing perimeters as he watched the droids make their assault. Given his vantage point he also had an easy way to tell what areas were in need of reinforcements and was able to move from area to area more quickly in order to provide aerial fire support for the clones below. He would have focused primarily on coordinating the standard clone troopers based on tactical prowess rather than fighting himself, but he wouldn't have hesitated to do so if necessary.

As for his training, Holliday received a wide array of it; he received rudimentary training in most forms of weapons but specialized in pistols, along with an understanding of high-tech computerized systems as well as mechanical training that he could use both to fix equipment in the field or to plant explosives. In addition, most of his combat training involved his jet-pack, and so that's how he tends to like to fight. He was slated to receive training in heavy weapons but it didn't come to fruition before they went on ice, but he's been picking it up in the meantime (taking it next level). Most importantly, even more than other ARCs he was conditioned for physical resilience and knows how to treat his own wounds in addition to being able to take punishment unlike anyone else, and fight through pain that would have forced a normal clone or even other ARCs to submit to their foes.

As for the defecting? Clones actually followed orders because they were psychologically conditioned to be unable to reject an order from a superior or commanding officer, one of which being Palpatine. Order 66 specifically states that the Jedi have turned against the Republic and must be eliminated, there were a ton of other Orders that people could have theoretically used (one of which actually killed Palpatine) and the clones would have nothing they could do about it. Most clones who didn't defect were actually ARCs; because of the nature of their work, ARCs were specifically created to still retain free will and maintain independent thought in order to be better at their jobs. However, this also meant that when Palpatine sent out Order 66, ARCs weren't conditioned to respond with undying loyalty and a ton of them defected and either joined resistance groups or became bounty hunters. A group of ARCs are really the most likely candidates for a group of clones who unanimously decide to disobey the Chancellor.

It's no problem posting in our discussion, I think we just didn't want to clog the thread with us talking. However, I think today is the deadline for submissions, so I'd get a character up soon!

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