Star Wars: Spheres of the Force (GM Terrigan) (Inactive)

Game Master Syrus Terrigan

Initiative Rolls Block:
Zargro [dice]1d20+3[/dice]
Zev [dice]1d20+3[/dice]
Hayden [dice]1d20+4[/dice]
Theta-Zero [dice]1d20+3[/dice]
Vadi [dice]1d20+3[/dice]
Rhea [dice]1d20+3[/dice]
Le' [dice]1d20+3[/dice]

Perception Rolls Block:
Zargro [dice]1d20+5[/dice]
Zev [dice]1d20+6[/dice]
Hayden [dice]1d20+4[/dice]
Theta-Zero [dice]1d20+4[/dice]
Vadi [dice]1d20+5[/dice]
Rhea [dice]1d20+8[/dice]
Le' [dice]1d20+3[/dice]

Initiative Order: --


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Hello, all!

If you're reading this, welcome! And read carefully.

My three players and I are looking for some "new blood" -- at least one new member, or possibly two. We are in this position due to absenteeism on the part of two other players, and my own hesitation to "bot" characters. I began this game with an expected group of seven players, which quickly evaporated to five, but has functionally been three for most of the past 8 months. So, first things first: If you're willing to post every 1-3 days, you might find a game here. (More on this later.)

The 'rules system' we're using is a somewhat strange agglomeration of Pathfinder, Star Wars RPG (WotC) Revised/Saga editions, and interpretations/derivations from the KotOR games for the original Xbox. It is a bit wonky from some crunch to some crunch, but we're fashioning an effective narrative alongside it. But here comes the first curveball: We're using the OGL d20 chassis, but we're bringing in Drop Dead Studios' Spheres of Power and Might as our primary pool of abilities. And, yes -- there are caveats.

Our setting needs no introduction, essentially, but the *timeline* may be another matter: so far as the overarching SWEU chronology is concerned, we are in the year 3948 BBY. Yes -- four millennia prior to Episode IV. A familiarity with the events of the two Knights of the Old Republic games will serve you well; some things aren't quite the same as the "official" story has been told, but those who have played through KotOR II should feel quite at home.

I'm looking for story-driven, and story-driving, characters to be submitted. Some of the ideas that were cooked up during the initial recruitment phase include: Mandalorian orphan with Jedi heritage, "retired" Jedi old-timer headed back to the Republic in the wake of The First Purge, a Jedi-reprogrammed HK-50 droid, a Zeison Sha exile investigating the failures of the Jedi, and the bounty hunters, Jedi Knights, aspiring crime lords, and so forth. Sell me (and my players) a story for your character arc. We'll likely have to meddle with the backstory narrative to keep things plausible, but we can get to that later -- for now, focus on generating an engaging tale!

I have some recommendations concerning the metagame factors already present. These are only for your consideration, and do not constitute requirements for participation:
1) We have no full-BAB characters.
2) The Astrogation skill is necessary for plotting hyperspace jumps, and we're losing the two characters that have the capability. This isn't game-breaking, mind you, but navicomputers usually require two minutes of calculation to plot a jump -- a quick escape could prove . . . problematic. Just so you know.
3) We have a "politics-neutral" core group -- a trio of individuals primarily interested in avoiding Exchange difficulties while also making a few bucks in semi-proscribed fashion. As such, an inquisitor of the Sith Empire or an emissary of the Senate isn't going to be an easy introduction to make, much less sustain. A character with political leanings is interesting, but "declared extremists" will make wreckage of the story.

I'll establish more of the crunch a little later. For now, declare your interest, share your vision(s), and ask your questions!

I look forward to hearing from you!

P.S. -- Ah, yes. I am going to push to accelerate our rate of posting, but that's a discussion I'd like to have with a full roster.


A few more matters of note:

1) No Chiss characters. The presence of the charric in KotOR II does not mandate their presence in this game; the Unknown Regions will largely remain so for the duration of this campaign.

2) Absolutely no Gungans, either. I don't think this would *need* to be explicated, but we have issues of EU chronology and the simple matter of coolness to keep in mind. (Gungans are the gnomes of Star Wars; I thoroughly dislike gnomes.)

3) Most of the races in the SWEU have no reasonable Pathfinder parallel, requiring a degree of homebrewing. I am more than willing to engage in that activity! I've made Zabrak, Givins, Twi'lek, and Devaronians already -- there are myriad more options! Bear this in mind: I try to keep the races at 10 RP, but some obviously call for stronger characteristics (Shistavanen, Defel, etc.). If you want to play a stronger race, be prepared for a "racial HD" progression before class levels are gained.

4) I will attempt to avoid a tirade on this point, but I wish to be perfectly clear: anything supported by the Disney-controlled retcon books and/or films is to be completely disregarded. The EU (now rebranded as "Legends") stands as our source material, even with the difficulties brought on by prequel-prompted retcons and bad films.

In brief:
There are eleven words.

The first five: "George Lucas mucked it up . . . " (prequel particulars)

And the attendant six: " . . . and Disney made it even worse."

One: Hyperspace. To paraphrase Dragnet -- "The mechanics are made up, but the distances are real." Yavin IV to Scarif via Class I (or better) military-grade hyperdrive in time enough to impact an ongoing operation is ludicrous. Rogue One may stand as Disney's only moderately acceptable contribution to the overall saga, but being the outer crust of the turd does not change its composition.

Two: Weaponized Hyperdrive. I'm willing to acknowledge that the destructive potential of a ship-to-ship hyperspace collision is overwhelming, but I deny that it would be sufficient for one vessel to annihilate an entire fleet at one stroke. (Yes, I did my due diligence -- I watched TLJ. It was even worse than I expected.)

5) It is also important to mention two mechanics points here. First -- we will be using the Elephant in the Room feat tax corrections. Second -- We'll not be using a tactical grid, as I have no way to implement one. We're rules-concerned, but not rules-intensive.

I think that's all for now. Had to throw in that fifth point so I had an exit strategy!! :D


I'm Rhea, one of the characters currently in this game. o wo/ I specialize in smashing stuff in melee with monk-style powers, and I also provide some healing.

I'm also quite familiar with Spheres of Power and Spheres of Might, the systems being used for characters (they work better for Star Wars - and most other things, really), and I'm happy to answer questions if you'd like some input. ^^

Scarab Sages

Aaaaaaggghhh! [/wordless excitement]

I never knew I would see a game like this. I gobbled up all the hand-me-down Star Wars books I got from my older brother when I was in middle school and high school. Loved 'em. Because I got what I got and never actually bought any more myself, there may be gaps in my knowledge that will seem weird to you. For example, I only ever read one of the books from the New Jedi Order series, and it wasn't even the first one; it was Star by Star.

I have played the KotOR games, although I have never done the sequel all the way to the end (I'm not very good at video games, as much as I like some of them).

I'm also a huge fan of the Spheres systems, so I'd be very happy to work something out using them.

Enough gushing excitement for now...I suppose I'll look over your existing gameplay to start looking for inspiration for a character.

When I get to the point of trying to build character mechanics, I may have questions about the interaction of SoM and EitR.


Glad to read ya, Keante!! :)

Don't lean too heavily on what's been written before to dream up a character -- I consider myself wily enough to weave sundry disparate threads together. XD


Hmm. Interesting game concept. I'm liking the sound of a Jedi exile who's returned after the purges.

How does a Telekinetisist on the Adept Sphere Practitioner path sound to you as a mechanical chassis?


One of our departing characters is, essentially, exactly this, in modular terms. We took the sanctified slayer archetype of the inquisitor and made it Telekinesis-focused, swapping the Protokinesis feats for teamwork feats.

However, it seems that digging a little deeper may be in order, Doomed Hero. Are you proposing a mid-casting build (but full-casting w/ TK) with an Adept martial progression?

Scarab Sages

GM Terrigan or Rhea, can you outline a couple examples of how spheres have been used to emulate Star Wars-appropriate abilities?

I'm imagining that Destruction would go unused unless to emulate Force lightning...but I may not be thinking broadly enough.


Well, you could also use Destruction to lift the earth and smack people with it, providing a Telekinesis-like effect. And the entirety of the Telekinesis sphere, of course, fits in pretty darn well. XD You can reflavor the Warp sphere as a rapid 'jump' to any location, especially with Quick or Emergency teleport. The War sphere is a good choice for representing Battle Meditation in a variety of forms, and would combo well with the Gladiator martial sphere for that theme.

For Rhea, I actually took "Stone Blast" for a destructive ability that works with my class, but I'm flavoring it as a physical shockwave created by the Force (for that sweet, sweet defense-bypassing property).

Let me put it this way: What do you WANT to be able to do? I can give more specifics when I know what your angle is. XD

Scarab Sages

I've always been very intrigued by the mysterious ways of those Force adepts who are neither Jedi nor Sith, like the Nightsisters. I'm interested in having a character that comes from a tradition like that. (It need not be the Nightsisters if there are other good options--do you know of any?)

If this overlaps a lot with an existing character I'll try to consider a different direction, but I see this character as seeming to exude an aura of mysticism and wisdom. Probably not the scrappy type who is good with a blaster. Character inspirations might be Mother Talzin and Kreia/Darth Traya, although I'm not saying I want to be strongly dark-side leaning, necessarily.

I could see using Alteration and/or Enhancement to boost people the way Mother Talzin strengthened Savage Opress...

Scarab Sages

On the other hand, you've mentioned that you're lacking both full-BAB and someone with astrogation--neither of which sound like likely features of this mystic character.

So maybe I could do a character with some of that background (Nightsisters-like tradition) but is more worldly and only dabbles in those mystic arts (mechanics translation: martial type who only gets a few magic talents).

Dark Archive

Hi everyone!

After a long hiatus in PBP due to real life problems, I'm trying to return and this game sounds really interesting. I confess I'm not really knowledgeable about neither Spheres systems, but I'm a quick learner.

For my pitch, I'm thinking about a former trooper who have fought for both sides during the last wars (I'll be expanding his background a lot of course):

Born in Taris (Outer Rim Territories) in 3981 BBY and son of Haydel Goravvus (future Republic Senator of Taris, human/hamadryas hybrid), grew up in the Upper City of Taris despite suffering from prejudice for not being entirely human. At 15 enlisted in the Taris military body, intending to keep distance from father after discovering about his past and present shady deals. The Mandalorian Wars began, Taris became a major war front and he was impressed by Revan's ideals. After the Lhosan Industries and the Jedi abandoned Taris, he fought along his redeemed father with the Taris resistance and eventually joined Revan before the end of the war. After the war, he was aboard the ship that Revan took to the Unknown Regions and eventually became a Sith Trooper due to his loyalty to Revan. When Revan was defeated and converted back to the Jedi, my character was imprisoned for treason and only released after the end of the Jedi Civil War when it was proven that many like him had no choice when Revan choose the Dark Side. With his world home destroyed during before the end of the war and unable to serve as a Republic Trooper, he became a mercenary.

Crunch-wise, I'm still not sure what route to take, but I'm liking the idea of a ranged combatant with a big weapon. Let me know if this is a character you would like in your campaign.


@Keante: Hmm... do you want to be a full martial type, or someone who blends the system well and genuinely does both at full BAB? Also, do you prefer to get class abilities, or would you rather pick more talents (spells/martial powers, chosen similarly to feats)?


Okie dokie, now that the site is back...

My idea would be a Neti who is, at the very least, a Force Sensitive (as the whole race is) and possibly even a Grey Jedi if that fit the campaign. Either way they'd be true neutral, and have a certain disdain for Jedi and Sith alike as zealots too focused on an aspect, rather than the Force as a whole. If possible I was thinking of using a Lightclub as a weapon, as the Neti are a race capable of changing size and therefore a large weapon would be useful. If not, probably some kind of Songsteel or Phrik metal weapon.

Mechanically, to represent the ability to change size, I was thinking of going as a Resizer Mageknight, maybe with the Mageknight's Martial Archetype to add some of the awesome fun of SoM into the mix.


GM Terrigan wrote:
Are you proposing a mid-casting build (but full-casting w/ TK) with an Adept martial progression?

I'm talking about the Kineticist class, which isn't a caster. What I have in mind would actually have more in common with a rogue (in themselves of play style and party roles)


Sorry for the typo. The site went down again right as I was trying to edit the post.

Scarab Sages

Okay, I think I found the Force tradition I'd like my character to come from: Matukai.


. . . . Every time I've tried to post, the site has gone down. Getting *extremely* frustrated . . . . .

I've read the things. I'll probably reply to the things in two days -- full schedule this weekend.

Basically: I like what I see so far!! Carry on!


Another of the characters in play here! I am an Eliciter, which is to say I twist minds, from charming Jedi Mind Tricks to fear and insanity. Mostly I'll act as buffer/debuffer.

Doomed Hero, the PF Kineticist is on its own set of rules and I don't know how much GM Terrigan would like to mix it, but a Symbiat or a Telekinesis-focused Incanter can do lovely things with that sphere (with TK and Mind, one has to wonder if it was specifically built to make Jedis). And if you want to mix it with Spheres of Might you can do the Vector.


I'll take a look at that Vadi, thank you. I'm pretty well versed on Spheres of Might, but I havent touched Spheres of Power. This seems like a good opportunity to learn.


So you guys have a buff/debuff Elicter focused on melting people's brains, Rhea Varn (hey Rednal!) who seems to be focused on skills, alchemy and Destructive blasts, and a Scholar who looks to be a switch hitter, from there sheet?

So being very fighty is a plus. Other than that and astronavigation, is there anything you guys could do with? Do you guys have any healing?

I was thinking of basing the race on the third party Seedling, which fits most of the flavour. Any other suggestions?


Make what you want and I totally mean that.


Would love to play a martially focused Wookie if that is agreeable? I'm pretty well versed with the spheres system and I remember the original recruitment for this!

Mechanically thinking of going Techsmith archetype Blacksmith, however I am assuming that magic items aren't a thing? If so, Techsmith swaps out Craft Magical Arms and Armour, but I would need to find something else to replace Reforge.

Also not sure about Wookie stats? Would have to work something out with you, possibly +2 Str, +2 Wis, -2 Cha? Or maybe just half-orc stats? Idk.

Fluff-wise I'm thinking he was a slave to an Exchange bounty hunter who was killed, leaving him surprisingly free. That would fit right in with the whole 'avoiding the Exchange' idea and would lead to some possible interesting avenues of storytelling.


Well hello! Some of my most favourite things all together! SW Old Republic style plus SoM, where's the trick? Oh, I see, only two slots at most...

Well, my proposal is a classical Jedi Knight, follower of the Living Force who has a sense that he is about to play a role protecting someone important. He thus pursues fulfilling his destiny, training as a Guardian while sticking to a group of people he feels have something to do with it.

Mechanically, he would try to attract fire and use his blaster defensively. How to achieve this? Protection SoM comes to mind. Shield Sphere could work also, but sadly it needs a shield (could this be replaced with a light saber?). As a class, Sentinel would be cool (I would try to avoid the Combat Patrol thing since we're not using a grid). I don't know what ideas you guys can come up with, if there is other combination of classes or whatever more effective. Maybe SoM can simulate Force Powers as well, some of the Athletics talents for example seem quite spectacular. What do you guys think? Also, to build the PC, which books will I need? The Star Wars d20 ones? Is there a place where I can download/look up?


Here is my thinking for a character submission, way more crunch in the profile, I kinda went crazy with it. Also crunch-wise, it looks like you are about to level up to 2 so I just built him there.

Background:

Vruakehnchuwr was destined to be a champion of his people. Unfortunately, that destiny was shattered when Czerka Corp. claimed him as a slave. Ripped away from his home, Vruakehnchuwr shuffled in chains onto the Czerka ship. His strength was quickly recognised and he was put into training as a warrior slave, for sale to the highest bidder.

Vruakehnchuwr threw himself into the training, and emerged a beast of combat, fury and muscle combining to create a terrifying combatant who would not drop to any but the most brutal of hits.

Eventually he was sold, for quite a penny, to a Rodian bounty hunter named Beesdee Vlegeelelb, who worked for the Exchange as a hitman. A fan of using slaves with mined collars for his dirty work, Beesdee gleefully used Vruakehnchuwr's anger and strength to his great benefit. Fortunately, one day Beesdee's poor life choices caught up with him. During a hit, Beesdee ordered Vruakehnchuwr to claw the unfortunate bounty to death. This was the one taboo that Vruakehnchuwr had yet to break. And yet he did. As he savaged the screaming bounty, a haze of red came over Vruakehnchuwr's vision. What happened next, he has no memory of. When he came back to himself, both the bounty and Beesdee were scattered shreds of flesh and bone, and his collar was embedded, unexploded, in Beesdee's chest cavity.

Filled with confusion and anger, Vruakehnchuwr fled the scene, escaping the captivity of slavery only to discover the captivity of shame. He had used his claws, and could never return home.

Eventually, Vruakehnchuwr set himself up as a small-time bounty hunter not knowing what else to do. He avoided the exchange however, knowing that he would quickly be re-enslaved should Beesdee's friends or superiors even discover his whereabouts.

Potential Wookie?:

Ability Score Racial Traits: +2 Str, +2 Wis, -2 Cha [Alternative: +2 Str, +2 Con, -2 Cha]
Type: Humanoid with the Wookie subtype
Size: Medium creatures, no special bonuses or penalties due to their size.
Speed: Wookiee base speed is 30 feet and a Climb speed of 20 feet.
Languages: Wookies cannot speak any language other than Shyriiwook, and begin play understanding Galactic Basic and speaking Shyriiwook. Wookies with high intelligence scores can choose from [list of common languages] to understand.
Low-Light Vision: Wookies can see twice as far as humans in conditions of dim light.
Ferocity: Wookies gain the following extraordinary ability: If the hit points of a Wookie fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

Race Builder (Total 6-8 depending) - Humanoid Type (0), Medium Size (0), Standard Ability Score Modifiers (+Str, Wis; -Cha) (0) [Alternate: Specialised (+Str, Con; -Cha) (1)], Standard Language (0), Climb (2), Ferocity (4), Low-Light Vision (1), Only Speak Shryiiwook (-1?)

Musings:

Wookie Training Equipment Talent: Bowcasters, Vibroswords/blades, wookie clubs?


A few more thoughts:

Vruakehnchuwr could be force sensitive, using this unconsciously to provide his ridiculous levels of tankiness - hardnening his skin, deflecting blows that seem to hit and do nothing, healing himself of minor wounds, etc.

Going forward he could learn to harness this power, depending on how events go and whether he continues to give in to anger or learns to control himself and finds peace.

Vruakehnchuwr, despite his rage, is a Lawful character at heart, believeing in traditions and laws (which is why his use of his claws messed him up so much). I'm not set on his story after he breaks free of Beesdee but if I do go for the bounty hunter initial thought he will always keep to his contracts and follow the local laws as much as possible - somewhat of a contradiction, which is interesting.

Other potential actions post Beesdee:
- Work as a bouncer before saving the party's hides
- Caught the first transport leaving the system and arrive at where the party are, get mixed up in their troubles somehow
- Turned to drinking/pit fighting and the party shake him out of his funk
- He knows something that the party needs?;Beesdee could be subbed out for an existing (minor) enemy of the party

Additionally, I have spare skill points that I can chuck into Asgrogation, if I can think of a way to justify it story-wise.


Alrighty, folks -- just a heads-up:

I'm going to be collating all the data for character creation rules and the Spheres of Power adjustments to the Campaign Info tab over the next few days -- and it's going to be a rather arduous process, to be sure. This has been very much a work-in-progress effort from the outset, and will continue to be so; I have been working on several other projects as time has passed, and so have not focused exclusively on this one.

A few things to keep in mind:

1) Class Considerations -- We have been "porting" Pathfinder/Spheres classes directly over in this campaign, primarily for ease of use. "Refluffing" certain characteristics to fit the flavor of Star Wars is a necessity, but is not very difficult. Simply pick the class that most closely fits your concept/desired function and build off that chassis -- any needed adjustments can be made as we refine the submissions.

2) Narrative Elements -- The two easiest points of entry for our new member(s) will be Kothlis and Nar Shaddaa (Well . . . only if Rhea, Vadi, and Kreshell choose to remain on the railroad I've got them on at the present . . . . Is that a thrown hydrospanner I hear??). In fact, I'm just going to say that we'll pick up any party additions on Nar Shaddaa or some other location depending upon how our enterprising trio choose to proceed . . . . The point is: Exchange-related difficulties aren't a prerequisite. It certainly makes some things easier to incorporate, but don't hesitate to flex your backstory muscles!

3) Blaster Deflection -- Rhea is already making use of the Shield sphere to deflect attacks, and has no "shield" item (as we'd recognize from Pathfinder). Whether through use of the Force, lightsabers, energy shields, or even blaster weapons (Jedi Paladins *are* a thing from the EU lore, after all), deflecting attacks can be easily accomplished, and the Shield sphere is the mechanical frontrunner for handling it (and so, by extension, AoO capability is of direct import to such).

4) Magic Item Creation -- This is the point at which my prior economic brainstorming well and truly begins to break down. A few weeks ago, I took some of the items from KotOR II and began to convert them over for pricing according to the basic assumptions with which I began this project. (Disclaimer: I am not good at advanced mathematics.) It quickly became clear that an item which granted a +5 resistance bonus to all saves would command a market price that far exceeded the monetary cost of heavily-modified spacecraft (this conclusion is derived from a few comments from Episode IV and the content of the Revised/Saga rules for vehicles). This flies in the face of plausibility, to say the least. As we advance in levels, and so gain the capability of and need for stronger equipment, I'll likely be compelled to arbitrarily adjust pricing . . . . Yay. :/

Now, I've said all that just to say this: item creation will still work, and in a way quite similar to what is familiar in Pathfinder. If you choose a class like the blacksmith or technician, you'll definitely be able use those class features to outfit the group with shiny new "ossum lewts". Mostly, this will be refluffed as masterwork technology, rather than "magic". That's easy. . . . .

Sidebar!: Another thing that has been a proverbial thorn in the side is the method of item creation as we saw in KotOR II. It was all tied directly to skill modifiers in that game, as mechanically appropriate. I have been wrestling with the difficulty of that game's distinction of 'not upgradeable' and "upgradeable" gear for *months*. I may have just arrived at the first step on the path toward solution -- if you have the requisite skill (and supplies and worksite), you can build any item you like; if you take the associated item creation feat, on the other hand, you grant the 'upgradeable' attribute to the created item. This, of course, means that the blacksmith class rightly maintains its awesomeness in the arena of crafting combat gear; I have not explored the technician SoM class, and so don't yet know how this brainstorm might carry over into its functions. At least we have a beginning point for further deliberation, right? What do y'all think?
[/end sidebar]

So, if you want to be a master weaponsmith, or stim-brewer, or ship-designer: yes, we can, and will, make those things happen.

(Addendum: "Droid army manufacturer" ought not be a personal goal. Just saying. :) "Droid squad leader" *could* be. . . . . Oh, crap! Did I just validate an Iron Man build??!!)

5) Resources --

Spheres of Might and Power
d20 Pathfinder Rules


If anyone else wants to deflect stuff with their bare hands, I can explain the mechanics and how to be able to do it consistently. o wo/ (There are a few talents that require a physical shield of some kind to work, though, so you can't quite do everything. Not a huge issue, but something to be aware of.)


So you already got someone who can deflect blasters. Okay... Then what you need is what, a full BAB dps? Apart from the Astrogration thing, of course.

Also, I guess no lightsabers from the beginning anyway (which seems reasonable, a lightsaber should be the equivalent of a magic weapon).

More and more I think I'm settled on playing a Conscript, using the plethora of feats to buy Basic/Advanced Magical Training for basic powers like Sense or Control which can be easily done with Sphere Magic without needing to be a High Caster. Still not sure about the rest, so I'll focus on the fluff first. Is being a Jedi straining too much? I mean, the characters seem to be fairly green, what's such a padawan doing that far away from his master's company? Mmmh, I'd have to think about it (ideas welcome!).


The fact that one person can do it shouldn't stop you from wanting to do it as well if it's part of your character concept. I mean, let's face it, that's a pretty core ability for a lot of Force users. XD And who knows? Maybe our ability to deflect them is a good nudge for the GM to throw a fair few blaster-using foes at us so we can have some cool firefight scenes...


Soresu for the win!

We can have more than one blaster-deflector character . . . .

And as far as lightsabers go: I *did* steer my first batch of characters away from having lightsaber-class weapons from the outset, though I later shifted to allowing it. But -- but! -- I think that making lightsaber construction a "mid-term" goal for any Force-sensitives makes for decent storytelling. So planning to have no lightsabers early on is a good idea.

While we're on the subject, though -- lightsaber combat (as on-screen) doesn't work out so well when you put it through the mechanical filter of Pathfinder. Any narrative decapitations and/or dismemberments will be the end result of hammering through HP arbitration or getting those glorious critical hits. This consideration is the single greatest justification for allowing them early in the campaign. I may not entirely like removing the "auto-win" factor of the fabled blades from the game, but I'm not interested in mandating that Jedi/Sith/Whichevers overshadow our 'more mundane' characters.

Also, about Force powers: we aren't following the Alter/Sense/Control pattern from earlier SW games in the mechanical sense. Since we're using SoM/P, we'll be achieving the Alter/Sense/Control effects through the mechanical lens of spherecasting. Things will become clearer on this point once I consolidate the SoP adjustments on the Campaign Info tab. In the meantime, we can sift through the possibilities by focusing on what you want your character to do.


GM Terrigan wrote:
we'll be achieving the Alter/Sense/Control effects through the mechanical lens of spherecasting.

Yeah, that's what I meant.

On the blaster deflecting thing, also yeah, two might be okay, but I hate ending up with a team of clones (not clones in the SW meaning, you know).


No worries. XD Rhea should be pretty different otherwise unless you also want to go for an unarmed monk style. Spheres of Might is really, really good about allowing martial characters to create a distinct combat style that plays - and feels - genuinely different from what other people are doing. It's not just "I make an attack roll to do damage".

Actively deflecting stuff hasn't actually come up much - yet - and in-combat, Rhea basically just sends shockwaves into people's bodies from close range.

Scarab Sages

There's some tough competition on this one! I'm going to back out. Have fun!


Just to be sure, do we need a full sheet now to apply, or do we simply need to create a character narrative with some rough ideas of how they might work in Pathfinder/Spheres? I'm actually more confident with the full sheet version, usually, since the choices I make during character creation help me with some of the details and choices of the character, but obviously that takes more pre-game work in the form of having to bodge together races and the like.


Jon --

I'll have chargen info in the Campaign Info tab tomorrow so you can go with what feels best for you.

----------

Keante --

Gone already?!


Also:

Once I get the chargen info posted, I'll make an announcement in this thread concerning the deadline for submissions. Just wanted to make that clear.

Keep up the brainstorming, folks! :)


Current Character Concepts:

1) Keante's Matukai (tentatively withdrawn)
2) Doomed Hero's telekineticist
3) Sir Longears' hamadryas mercenary
4) JonGarrett's Neti resizer mageknight
5) Aipaca's Wookiee techsmith
6) Jereru's Jedi
7) Vruakehnchuwr, Wookiee gladiator

Did I miss anybody?

Scarab Sages

GM Terrigan wrote:

Keante --

Gone already?!

GM Terrigan wrote:

Current Character Concepts:

1) Keante's Matukai (tentatively withdrawn)

Yeah, maybe don't count me officially out of the running or anything, but I do have some doubts about whether I'll successfully get the character together. I can be pretty darn slow going when it comes to making narrative/backstory character choices.


Man, happens to me as well. I need to have the inspiration, then writing English is obviously slower for me than my native. In this case, I think I've got the basics, but now I'll have to put it in a shiny narrative chassis.


Slight correction, Vruakehnchuwr is my submission, during making him I dropped the blacksmith aspects as it didn't really fit in to the story that arose. If you had any tips, mechanical or story-wise, that would help him fit in better I'd greatly appreciate!


Ah! I hadn't yet hovered over the alias name, Aipaca. :)


A SoP game without Alpaca is like jalapeños without cheese xD


Oh, well, now that I've realised Alpaca's submission is the Sentinel Wookie (slow reflexes, been to the dentist today, bear with me) I think I'll apply for a hypothetical second slot. Won't struggle for a slot with him.

Infinite possibilities out there!


Hahaha I can't say I've had jalapenos with cheese but I'll take it as a compliment! I'm sorry Jeruru, I didn't realise that my concept stepped on your toes somewhat. I'm sure that there is a way we can both submit the character we want without overlapping too much!


Absolutely. o wo~ It's not too hard to make characters feel genuinely distinct in Spheres, even if they have the same role. And if they have different roles, well...... XD Waaaaaaay different. Do any of you have thoughts on what role(s) you'd like to be?

Scarab Sages

My character coming from the Matukai tradition will definitely be a martial artist. At level 1 he is going to be either an armiger, conscript, or striker (and he'll probably have the Basic Magic feat, unless I end up deciding that SoM stuff emulates well enough the kinds of Force abilities he has from his Matukai training). However, at least the way I'm currently imagining his aspirations, he will almost definitely multiclass at some point into a SoP class as he develops his fledgling Force connection into something stronger.

At the beginning of the game he should be notably handy with his wan-shen (a polearm of some kind) and unarmed combat.


*Rubs chin* If you plan to multiclass into Spheres of Power rather than blending them from the start, I recommend going for 3/4ths or (preferably) full BAB class, with or without a Champion archetype. Martial talents grow based on your BAB, and that would provide you reasonable progression in them even if you stop getting martial talents and go entirely into magic.

Armigers are all about swapping fighting styles to suit the matter at hand. For example, you might have a vibroblade or lightsaber as your normal weapon, then change to a blaster for foes you can only hit at range. Just like swapping weapons/ability bars in a video game, really. XD

Conscripts can be pretty much anything, so no worries there.

Strikers are all about Tension - building up points and then going nova for a powerful impact. I should note they're a little harder to pull off in PbP - it's doable, but you'll want to be very clear about what your actions are and how they affect your Tension.


Any thoughts on the potential Wookie race and Wookie Slave Training equipment talent? I just want vibroswords/blades and a ranged weapon, I guess Custom Weapon training would also suffice.

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