Star Wars Saga Dawn of Defiance

Game Master JASON RODARTE


1,651 to 1,700 of 1,712 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>

That is correct -- I will post the details to that with my next post a bit later today. However, I believe I outlined what the Grabbed Condition entails but at least you need to make a Grapple check to negate it DC 29 and if you do not negate it you have a -2 on all actions I believe.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

Thank you. I will figure something out tonight then.


Oh you asked a question about using a Force Point to possibly break the Grabbed Condition.

Using a Force Point:
Per the Guidelines one can, on their turn, spend a Force Point as a Free Action to roll a 1d6 and add the result to a single Attack roll, Skill check, or Ability check. One can do this only once per round.

Later on at 8th-Level, when the Force Point is spent, one rolls 2d6 instead and takes the best die result as their bonus; at 15th-Level, one rolls 3d6 and takes the best die result as their bonus.


Therefore you could use a Force Point to add a 1d6 to your Grapple check to break the Grabbed Condition.

The Lure of the Dark Side:
The lure of The Dark Side is strong and it will tempt one in ways one never thought might possible and even those Jedi who walk the path of the light may often stray into darkness from time to time. While it is easy for a character to be willfully evil by selecting Force Talents or Force Powers that draw upon The Dark Side for power, a GM should feel free to introduce abilities that make The Dark Side more tempting for even those Jedi who have never specifically chosen to dabble in the teachings of The Dark Side.

If one's Dark Side Score is less than their Wisdom, they can always call on The Dark Side to gain a temporary Force Point. If the Force Point is not used before the end of the encounter, it is lost. Calling on the Dark Side in this manner is a Major Transgression and only heroic characters can Call on the Dark Side in this way.

As a Free Action, any character who has the Force Sensitivity feat can spend a Force Point to add any one Force Power that has the [Dark Side] descriptor to their active Force Power Suite. That power can then be immediately used as normal. However, when the power is used (or at the end of the encounter), it goes away entirely and may not be recovered by any of the normal means (including resting for 1 minute, spending a Force Point, making use of the Force Recovery Talent, or rolling a Natural 20 on a Use the Force check).

Similarly, any character who has the Force Sensitivity feat can spend a Force Point as a Free Action to temporarily gain the use of any Force Talents from the Dark Side Talent Tree, the Dark Side Devotee Talent Tree, or the Sith Talent Tree. A character must meet all the other prerequisites for one of these Talents to be able to use it, and the character can spend more than 1 Force Point over the course of an encounter to gain multiple Talents from those Talent Trees. Talents gained in this manner temporarily count toward the prerequisites of other Talents, and the effects of these Talents last for the remainder of the encounter. At the conclusion of the encounter, the character increases their Dark Side Score by the number of points equal to the number of Force Points spent in this manner. For example, in the first round of an encounter, a Jedi could spend a Force Point to gain the benefit of the Power of the Dark Side Talent for the remainder of the encounter. In the following round they can spend another Force Point to gain access to the Swift Power Talent, since they temporarily have access to its prerequisite Talent. At the end of the encounter, the Jedi loses access to these Talents and increases their Dark Side Score by 2.

If a character's Dark Side Score is equal to more than half of their Wisdom score, they must attempt to resist calling upon the Dark Side by making a Wisdom check (DC = 5 + their current Dark Side Score), if successful they can avoid calling on Dark Side in a situation where they might normally do so.


That all being said, yes I would allow a heroic character to Call Upon the Dark Side perhaps out of anger or frustration to use a Force Point to automatically break the Grabbed Condition.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

Well, the path of the sentinel uses both light and dark side. So I can see it being used, then I got to figure out how to counter the build up.

Edit;

You mentioned a grapple defence. where can I find it.
Either that, or I will just break the grapple if I can.


Grapple Defense is simply your Grapple Bonus + 10 which is what all the other Defenses (Reflex, Fortitude, Will) basically are as well.

That being noted and as stated you make a Grapple check using your Grapple modifier plus 1d20 versus the opponents Grapple modifier plus 10 (aka their Grapple Defense) and as I stated these creatures Grapple Defense is 29.

So you would simply make a 1d20 roll + your Grapple Modifier to try to equal or exceed their Grapple Defense (29) or you if you want to automatically succeed you can Call Upon the Dark Side (out of anger or whatever other negative emotion seems appropriate to you) and automatically break the Grabbed Condition without needing to make a roll at all. However, either method requires that you take a Standard Action to do so. Now of course you can try the non-Dark Side method as many times as you want prior to giving into the lure of the Dark Side (or not) as I am not sure just how difficult getting a 29 on a Grapple check is going to be for your (or anyone's) character.

Keep in mind we are switching to using Force Points per day versus Force Points per level which means all the current Force Sensitives have Force Points equal to 1 + Level/2 (rounded down) available to them each day.

That being said everyone please make the adjustment to your character so you know how many Force Points you have available to you on a daily basis and how many you have available to you on a level basis until the GM actually states whether they are okay with using the daily usage of Force Points.

Now if how that all works is still unclear (for anyone) please do ask as I want everyone to fully understand The Lure of the Dark Side. Also that getting rid of accumulated Dark Side points is not a trivial affair anymore (aka you cannot just spend a Force Point to negate a Dark Side point). Oh and if anyone was not aware Luke Skywalker had actually acquired Dark Side points during the movies events which he may have eventually been able to expunge but it took a rather long time for him to do so. That being said I will look into outlining a method that does not require a heroic action to expunge a Dark Side point but that will most likely reduce one's daily allotment and incur some long drawn out ritual of some sort.


Soldier 3/Scout 1/Scoundrel 2; Init +9; Fort 23; Ref 20; Will 18; Force points 8/8 (4/4 Daily)( ; HP 83/83; Perception +9
Prox Simmoss wrote:
Now if how that all works is still unclear (for anyone) please do ask as I want everyone to fully understand The Lure of the Dark Side. Also that getting rid of accumulated Dark Side points is not a trivial affair anymore (aka you cannot just spend a Force Point to negate a Dark Side point). Oh and if anyone was not aware Luke Skywalker had actually acquired Dark Side points during the movies events which I may have eventually been able to expunge but it took a rather...

He had a lot during that Dark Empire series for sure!


Yep there are times during an adventure series where the Dark Side becomes even more prominent and to actually succeed often means giving into the Lure of the Dark Side for a Light Side user.

However, I found it extremely interesting that the original Jedaii (not Jedi) were about using the Force in Balance tapping into both the Dark Side and Light Side equally in some manner that kept them in balance between the two and if they strayed too far Light or too far Dark they were exiled to one of the moons the Dark Moon or the Light Moon where they would spend considerable time becoming balanced once more.

Why might you ask did they do this, because that planet, where those mysterious beings extremely knowledgeable in the Force deposited those original Force Sensitives they had collected across the galaxy to learn about the Force, would have a very nasty destructive Force Storm would occur if the balance between the Light and Dark Side became imbalanced.

To me this means that when the break up of that world occurred and the Dark Side and the Light Side became completely separate entities and left that world that these Force Storms evolved into Galatic Wars, which is also a form of destructive storm.

Further Luke Skywalker, in the movies, I believe is the one that denoted that when the Light Side and the Dark Side are out of balance that the Force will create a balancing agent -- either an extremely powerful Light Side user or an extremely powerful Dark Side user in order to bring balance back to the Force.

To further support my stance on this there are the canon Jensaarai who are what is referred to as Grey Jedi and like the time of ole they choose to use the Force in balance without succumbing to the Dark Side which means that if done properly one can use both the Dark Side and the Light Side in tandem without succumbing to the Lure of the Dark Side. However this is not currently supported in the mechanics and would greatly alter how those mechanics work if something were implemented to reflect this concept.

To this end I have looked at the mechanics and wondered how a Grey Jedi would use the Force in balance as the current mechanics do not allow for that. The current mechanics view the Force as Light and Dark being in opposition rather than in cooperation and even though canon greatly supports proper use of the Force is the Grey technic there are not guidlines that allow for this. Would be interested in hearing anyone elses thoughts on this and how the mechanics might be tweaked to allow for a Grey Jedi along with the Light and Dark Side Jedi.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

So what you are saying is that Grapple defence is CMD, and CMB would have to be worked on.

I cannot find anything on the online reference (cannot find my hardcopies at this time) that has anything about grappling other than it happens or you can break it.


Okay here are the Guidelines for Grapple

Grapple:
A Grapple Attack is an improved version of the Grab. One can only make a Grapple Attack (a Standard Action) if one has a Grappling Feat (such as Pin or Trip). One can only Grapple a single opponent up to one size category larger than they are.

A Grappling Attack is treated as an Unarmed Attack (thus provoking Attacks of Opportunity without the Martial Arts I feat or some other ability that negates the AoO), except that it deals no Damage. If the Grappling Attack hits, the target immediately gains the Condition based on the type attack that was used. A Grapple check is as follows:

Grapple Modifer
Base Attack Bonus + Str or Dex mod (whichever is higher) + Size mod.

Size Modifier
Fine -20, Diminuative -15, Tiny -10, Small -5, Medium +0, Large +5,
Huge +10, Gargantuan +15, Colossal +20, Colossal-Frigate +25,
Colossal-Cruiser +30, and Colossal-Station +35.

Grapple Attack is 1d20 + Grapple Modifier

Grapple Defense is 10 + Grapple Modifier

If one's check result equals or exceeds the target's grapple defense, the target is considered Grappled and occurs the specific conditions of that Grapple.

The effects of a Grapple depend on the specific Feat or combination of Feats one is using (for example; Pin, Pin and Crush, Trip, Trip and Throw, or Tractor Beam).

Note: If one is armed with a Light Weapon in a melee combat situation, they may automatically deal damage with that weapon if they win the their Grapple check; no attack roll is necessary.

Note if I could I would post all these Game Mechanic outlines under the Campaign Tab for easy look up later but I do not have the ability to do that as of yet so I suggest everyone copy this information and make a local copy so they know how these particular (and any other particulars) are outlined as that is what I am doing.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

What would you rate natural claws as.
After all, as a cat, with martial arts, I should be able to do something. :)


Well if I recall correctly if you have Natural Weapons those are considered Light Weapons further I do believe you readied his Lightsaber which I believe is also considered a Light Weapon so if Dreamchaser chooses not to extract himself form the Hssiss mouth he could lash out with a Full-Attack Action and land blows with his Lightsaber and/or his Natural Weaons without any penalty to his attack rolls. This however might require that he drop his blaster which he had also readied -- or -- use the blaster with his attack in the current close combat situation that he is in subject to the normal guideline restrictions on what one can use in a Full-Attack Action.

I will, however, state if he does not manage to kill that Hssiss with his attack(s) that he will then become subject to a Full-Attack Action from the Hssiss on its action this turn.

I am not sure but I do not see Dreamchaser in a currently good position but then we also do not know what Ardan will attempt to as his action this round.

Still there are possible other options not yet explored in case Dreamchaser wishes to Call Upon the Dark Side out of Fear of his own demise.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

Force push, force push


Okay I think that is called:

Force Thrust:
One uses The Force to push a target away from themselves.
{Telekinetic}
Time: Standard Action
Targets: One object or character within 12 squares and within line of sight.

Make a Use the Force check against the target's Strength Defense. If the attack succeeds, one pushes its target back 1 square plus an additional square for every 5 points by which one exceeded the target's Strength Defense. If one pushes the target into a larger object, the target takes 1d6 points of damage.

The target adds its Base Attack Bonus and its Size Modifier to its Strength Modifier: Fine -20; Diminutive -15; Tiny -10; Small -5; Medium +0; Large +5; Huge +10; Gargantuan +15; Colossal +20. In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable.

Special: One can spend a Force Point to apply a +5 Bonus the Force Thrust Attack roll. Additionally, if one successfully pushes the target into a larger object, they deal an additional 2d6 points of damage from the extreme force of this thrust.

However, if one has the Grabbed Condition it does not explicitly break that Condition and would instead IMO simply tow the grabbed character along with the Force Thrusted target.

However, Quen Pah if you are seeing this in a different light please explain or simply say you feel it does the trick and I will abide by that.

Regardless that would also require Dreamchaser to have the Force Thrust power within his Force Power Suite which if he does not would still requiring Calling Upon the Dark Side to give him a Force Power that he currently does not have and the Dark Side version of that would be much more effective as well and if you are going to accumulate a Dark Side point for an action might as well go all in on it. Especially when aesthetically the character is dipping into their darker emotions to do so and that (hopefully) would get outlined within the post as well. Role play can be so cool at times.

Note I am not saying go for the Dark so please do not get me wrong, just salting things to help with the idea of why the Lure of the Dark Side is as strong as it is. They do say that early on the Dark Side does seem to be a lot stronger than the Light Side but eventually one becomes so deep in the Dark Side that some of the benefits start dropping off -- aka mechanically speaking once one passes the threshold of more Dark Side Points than half their Wisdom (rounded up) they can no longer use certain aspects what they used to use.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

So from what I am reading, and understanding, using the dark side to break the grab, and push it away, would end up giving me 2 points of dark side ?

You did answer about how to lose it, so I understand that.

Just getting the full clarification, but I think I will go that way.

Sorry for the delays, but I wanted it fully explained before I went with what it was thinking, and planning for.

So my unarmed full attack, would still end up being 2 strikes. but with my luck on the rolls, i would likely end up hitting myself. :)

Edit, adjusted force points to the per day model.


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 6; Init +5; Fort 18; Ref 19; Will 18; Force points 4/4 ; HP 67/67

I have fixed my force points to the new 4/day.


No while it would take the use of the Dark Side twice you can only acquire a single Dark Side Point point during a single encounter.

I will look that back up and find it within the guidelines but I am pretty sure I read that somewhere.

Hey Quen Pah could you possilby make it so that I can post things under the Campaign Tab so that I can start a place for the players to easily reference things that are not per se easily found within guidelines.


Shadow's Status
DeJoker wrote:

No while it would take the use of the Dark Side twice you can only acquire a single Dark Side Point point during a single encounter.

I will look that back up and find it within the guidelines but I am pretty sure I read that somewhere.

Hey Quen Pah could you possilby make it so that I can post things under the Campaign Tab so that I can start a place for the players to easily reference things that are not per se easily found within guidelines.

I think only DM can do that, probably a new thread for rules that we all dot into might be good OR an Avatar just dedicated to rules in the character description.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

Only the person is charge of the game can make edits to the campaign. What I have seen some DMs do is to summarize the actions that have taken place with the actions of the baddies and post a Google Slide link in tht post.


Shadow's Status
Storyteller Shadow wrote:
DeJoker wrote:

No while it would take the use of the Dark Side twice you can only acquire a single Dark Side Point point during a single encounter.

I will look that back up and find it within the guidelines but I am pretty sure I read that somewhere.

Hey Quen Pah could you possilby make it so that I can post things under the Campaign Tab so that I can start a place for the players to easily reference things that are not per se easily found within guidelines.

I think only DM can do that, probably a new thread for rules that we all dot into might be good OR an Avatar just dedicated to rules in the character description.

By way of example, for my Vampire game I posted a lot of the rules in Avatars. Works well for a quick reference.

Rules Avatar


Well I could do that Avatar suggestion if required to but if I can coordinate this with Quen Pah where I supply the information completely formatted and he simply posts it under the Campaign tab I think that might work better in the long run.


Just a heads up yes I am working on the next post -- in pieces hoping to get something up soon depending on how my RL ends out working out.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

Just for the GM's info, I do have the talent block, and deflect.

Just let me know if I need to preroll any of them.


Ah okay thanks I will look both of those up so that I am full aware of what those entail and if they can be turned into passive defenses.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

If easier, you don't have to use the vurk.


Now I can handle him it is just nicer if someone else directs them during combat but I can do that as well it just means that they might not make the best actions as I have to adjust for my knowledge versus the NPCs knowledge and that I have found has the most effect during combat.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

Well, the job I had lined up for the school year was rescinded because of a former employer.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

That sucks.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

hoping that you get one sorted out.


Shadow's Status

I'll be starting a new game as DM and need to pare down a bit, withdrawing from this one, good luck folks!


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]
Dreamchaser Plainstalker wrote:

hoping that you get one sorted out.

Thank you!


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 6; Init +5; Fort 18; Ref 19; Will 18; Force points 4/4 ; HP 67/67

Good luck finding something new.


Something I tell everyone hunting for a job -- it is a numbers game.

The more resumes you get out the door, the more interviews you will get, the more interviews you get the more second interviews you get (assuming they do a second interview), the more second interviews (or first interviews) you get the more job offers you will receive

Thus it all starts with the drudgery of getting those applications out there for the kind of work you are looking for.

Stay focussed and do not dispare you will get something in time. Also do not stop until you have actually landed a job as you might get a better offer in the meantime and actually have a choice.

Stay firm and stay the course and you will reach your harbor of safety.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10
Storyteller Shadow wrote:
I'll be starting a new game as DM and need to pare down a bit, withdrawing from this one, good luck folks!

Sorry to see you go. but have fun.


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

Best o' luck in the continuing hunt, DM Quen Pah.

Sorry to see you go, Shadow, but totally understandable. Hope to see you in some other games!

Soooo we have some vurqs to fight, yes?


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

yes, one of them decided that I would be a nice nibble snack.

GM, question, with both block and deflect, do you want me to do some rolls in advance, or do you want me to roll them after critters attack me?

I am good either way.


You can do rolls ahead of time if you like I can sort it out afterwards


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

I had an interview today. Hopefully it goes well and if I get the job they will look past the former employer's report.


Nice to hear Quen Pah

Also hopefully life will let me spend enough time to put up the next post -- RL can be so ridiculous at times


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10

Very Nice to hear Quen Pah. Good luck on that, and hoping that you get it.

Prox, I agree, that RL can be a pain at times.


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 6; Init +5; Fort 18; Ref 19; Will 18; Force points 4/4 ; HP 67/67

Good luck Quen!


Male Human (Onderonian) Noble 6 | 46/46 HP | Fort 18 Ref 20 Will 21 | Damage Threshold 18 | Initiative +10 | Perception +10 | Force Power Suite: Cloak, Mind Trick, Move Object, Negate Energy, Rebuke, Vital Transfer

Good news is always welcome!


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

I hope that they will look past a most biased and unfactual response from a previous employer and look at my credentials, experience, and what my references say.


M Catharese Jedi 6 (HP 55/66 Threshold 15);Fort 17, Reflex 22, Will 18; Init +10; Force 3/4; Percept +10
Quen Pah wrote:
I hope that they will look past a most biased and unfactual response from a previous employer and look at my credentials, experience, and what my references say.

Thats the best that anyone can hope for.

Once again, I will reiterate, good luck, and hope you get it.

I know when I tried for a job after leaving the army, I was told by the union rep that being male, anglo saxon, english speaking, that dont even try, as you will not get in.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]
Dreamchaser Plainstalker wrote:
Quen Pah wrote:
I hope that they will look past a most biased and unfactual response from a previous employer and look at my credentials, experience, and what my references say.

Thats the best that anyone can hope for.

Once again, I will reiterate, good luck, and hope you get it.

I know when I tried for a job after leaving the army, I was told by the union rep that being male, anglo saxon, english speaking, that dont even try, as you will not get in.

Thank you for the support.

I am Hispanic, multilingual and with 3 advanced degrees, and almost done with a 4th.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

I had a very strong interview today for a Dean of Student's position. I should hear something back in the next week or so.


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 6; Init +5; Fort 18; Ref 19; Will 18; Force points 4/4 ; HP 67/67

Good luck!


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

I applied a week or so ago to the school that I did my student teaching at. I got a call and they offered me the position. I am thinking of asking to speak to my former principal who is now the Super for that school to let her know about the bad report from the other school. That way she knows and can make her decision. The Job Corps might be offering my old job back to me later on in the week.

I would rather get a yes or a no from my first school and be able to have a job possible with Job Corp than to say no to Job Corps and not have anything if the other school does not like the report


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]
Waylon Stanmore wrote:
Good luck!

gracias


Skills N-Z:
Perception (T) [Wis] +9 Persuasion [Cha] +15 Pilot (c) [Dex] +5 Ride [Dex] +5, Stealth [Dex] +5, Survival [Wis] +4, Swim [Str] +3, Treat Injury [Wis] +4, Use Computer [Int] +3, Use the Force (c/T) [Cha] +15
Skills A-M:
Acrobatics (c) [Dex] +5 Climb [Str] +4 Deception [Cha] +5 Endurance (c) [Con] +4 Gather Information [Cha] +5 Initiative (c) [Dex] +5 Jump (c) [Str] +3 Knowledge (c) [Int] +3 Mechanics (c/T) [Int] +8
Jedi 6; Init +5; Fort 18; Ref 19; Will 18; Force points 4/4 ; HP 67/67

If you think it is better to tell her first that makes sense. If she has worked with you before she might take it with a pretty big grain of salt even if she just sees it on her own.


1 person marked this as a favorite.
Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

Really great conversation with her. She appreciated my transparency and talking to her about the issues. To her these are non issues but she will be talking to her admin team and letting me know tomorrow in the morning.

I feel very confident!

1,651 to 1,700 of 1,712 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Star Wars Saga Dawn of Defiance Discussion All Messageboards

Want to post a reply? Sign in.