Phntm888's Dawn of Defiance - Saga Edition

Game Master Phntm888

A Dawn of Defiance campaign play through.

Maps on Roll20


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It was thought to be the beginning of a new era of prosperity for the galaxy. The Clone Wars that had caused so much bloodshed and strife ended four years ago, following three momentous events: first, the defeat of the Separatist General Grievous on Utapau; second, the failed Jedi coup against Supreme Chancellor Sheev Palpatine; and third, the birth of the New Order, with the Supreme Chancellor now the Emperor. Peace was brought to the galaxy at last, and all beings would flourish under Imperial Rule. The Jedi had been destroyed for their treachery, and safety and security would be assured for all.

And yet, something feels off about this new government. The Republic-turned-Imperial war machine has shown no signs of being disbanded - indeed, it seems to be increasing, as Imperial shipyards and factories churn out more ships and weapons. The clone troopers have been replaced by stormtroopers, and are found on even more worlds than before. What were once independent planetary defense fleets are integrated into the new Imperial Military. Those who speak out against the Empire seem to meet with strange accidents, or disappear without a trace. There is a certain feel in the galaxy - “oppressive” seems to be the best word to describe it, although few are willing to use the term.

It is into this climate that you have arrived at Sel Zonn station, an orbiting space platform above the Core World of Brentaal. Is this but another stop on your journey? Or is Sel Zonn station where you will meet your destiny…

Welcome to my recruitment for Dawn of Defiance, a Star Wars: Saga Edition Adventure Path that will take the players from level 1 to level 20 upon completion. There may be some deviation from the campaign as written, based on the accepted characters’ backgrounds and party actions during play. I will be selecting 4-6 players for this campaign. Below, you will find the character creation guidelines, as well as my personal house rules for the campaign. If you have any questions, please feel free to ask. As of now, recruitment will be open until 11:59 PM EDT, June 14, 2023 (2 weeks from today). I will make my decisions by that Friday, and we’ll get started on Monday, June 19, 2023. These dates may change based on level of interest (or lack thereof).

Posting Expectations: I’d like everyone to try and get in 1 post a day Monday - Friday, but no fewer than 2 posts during that 5-day time period, please. If weekend posts happen, that’s great, but not expected, especially as we roll into (Northern Hemisphere) summer. Life happens, so if you won’t be able to post for an extended period of time, please try to let me know. I myself will be mobile-only from June 25-30.

Character Formatting: As long as the information is easily located, I do not have a preference for whether you free-hand create a stat block or use a character sheet generator. Due to the number of options out there, please include the name of the book and page number for any Talents, Feats, Species, or Equipment from outside of the Core Rulebook. I do own all the books.

Character Creation Rules:

Ability Scores: We will be using the Star Wars: Saga Edition Point Buy. You will have 28 points to spend. Droid characters will receive 24 points. You may not raise a stat higher than 18 after ability score modifiers.

Species: Due to the time period, the Ewok, Rakata, Yuuzhaan Vong, Kissai, and Massassi species should be considered off-limits (Ewoks have not yet been discovered, Kissai, Massassi, and Rakata are extinct, and Yuuzhaan Vong are not yet present in the wider galaxy). Also off-limits are Replica Droids, Mantellian Savrips, Arakanian Offshoots, Noghri, Shards, and Blood Carvers. Most other species should be considered in play, although any whose homeworlds are considered to be in the Unknown Regions or who rarely leave their homeworld will require a bit more effort in backstory to be chosen. Droids must use the Custom Droid Hero rules in the Core Rulebook.

The majority of clones have been replaced with recruited/conscripted soldiers, although there are still a few clones left in the Imperial military, mostly in training or (rarely) command roles. If you wish to play a Clone Trooper, you may do so, but you must use one of the below 25-point buy ability arrays, depending on what your clone was designed for:

Clone Trooper: Strength 16, Dexterity 13, Constitution 14, Intelligence 12, Wisdom 11, and Charisma 8
Clone Scout: Strength 12, Dexterity 16, Constitution 13, Intelligence 11, Wisdom 14, and Charisma 8
Clone Technician: Strength 13, Dexterity 12, Constitution 14, Intelligence 16, Wisdom 11, and Charisma 8
Clone Medic: Strength 13, Dexterity 12, Constitution 11, Intelligence 14, Wisdom 16, and Charisma 8
Clone Commander: Strength 8, Dexterity 13, Constitution 12, Intelligence 14, Wisdom 11, and Charisma 16
Clone Pilot: Strength 11, Dexterity 16, Constitution 13, Intelligence 14, Wisdom 12, and Charisma 8

You may spend the remaining 3 points of the Point Buy as normal, building on your chosen array.

Classes: All base classes are options, including Jedi. Please note, I do not necessarily consider your character class to be your in-universe profession. Don’t, for example, feel that by choosing Scoundrel you are locked into a smuggler-type character. You could just as easily be a former spy, or perhaps the troublemaking child from an aristocratic family. Don’t feel that you need to constrain yourself to certain character types just because of the name of your class.

Alternate Force Traditions: If your character is a member of an alternate Force Tradition and you are capable of doing so (e.g. you can meet any prerequisites), I would like your level 1 talent to be from that Force Tradition’s Talent tree. This is to show that your character has had training in that Force Tradition and can continue to follow that tradition without a teacher. The following alternate Force traditions are not allowed: The Sith, The Witches of Dathomir, The Krath, The Mecrosa Order, The Order of Shasa, The Sable Dawn, The Inquisitorius, The Imperial Knights, The Felucian Shamans, The Bando Gora, The Believers, The Disciples of Twilight, The Ember of Vahl, The Sorcerers of Tund, The Blazing Chain, The Aing-Tii Monks, The Blackguard, The Fallanassi, The Prophets of the Dark Side, and The Seyugi Dervishes.

Starting Wealth/Equipment: You start with the maximum amount of credits for your class. You must pay the licensing costs for all equipment that requires it. All equipment with Availability of Licensed and below can be acquired without issue, and you automatically pass the Licensing Roll. Anything with a Restricted Availability requires you to succeed at the licensing roll or you cannot purchase it. You may make this check twice for any given piece of equipment. Anything with an Availability of Military or above can only be acquired via the Black Market, and you must pay the Black Market cost in addition to the licensing cost and succeeding at the necessary check. NB: Since the Jedi Class gives the Jedi their starting lightsaber as a class feature, this is exempt from the above Equipment rules.

Equipment from the following books requires additional GM approval: Legacy Era Campaign Guide, Knights of the Old Republic Campaign Guide, Galaxy at War, Galaxy of Intrigue, and the Jedi Academy Training Manual.

Destiny/Background: We will be using the Destiny mechanic in this campaign, and we will not be using the Background mechanic from the Rebellion Era Guide. Destinies which see the most use (per the AP) are Destruction, Discovery, and Rescue, but these should not be considered the only options. We are not using the Unleashed options in the Force Unleashed Campaign Guide.

Backstory/Description: Your character’s backstory should contain the following:

The reason they dislike the Empire. The campaign really doesn’t work if anyone is an Imperial loyalist.
Three people your character knows. These can be enemies, allies, or contacts your character trusts/mistrusts. Also tell me whether or not your character knows they are alive or if your character thinks they are dead.
2 Short-term goals you want your character to accomplish, such as buying an item, learning a Force Power, or something like that.
2 Long-term goals you want your character to accomplish, such as buying a ship, getting an entourage/gang/squad, get rich, etc.
2 Non-tangible motivations, such as defend the weak, never tell a lie, and things like that.

Otherwise, the only limit is your creativity. Tell me about your character. How old are they, what have they seen in their life to this point? How did they come to Sel Zonn Station? Why are they here? What do they look like? Any defining features, such as a scar or tattoo? Feel free to use Wookiepedia to help write your backstory - there’s a lot of good information on there. If you are playing a Jedi, tell me how you survived Order 66, as well as how you’ve avoided capture and detection while on the run for the past few years. It’s okay to collaborate with other players on backstory, but know there’s a chance that everyone you collaborate with may not get in.

Recommended Sources: Core Rulebook, Starships of the Galaxy, Scum and Villainy, Force Unleashed Campaign Guide. This is by no means a limit to which books you can use, but they are the ones that I feel contain material that is most thematic to the start of the AP.

A Couple of Notes on Force Use: First, this campaign is set in the Dark Times. The Jedi Order is no more, Darth Vader and the Imperial Inquisitors hunt any remaining Jedi or Force-sensitive beings, and there is an active bounty on Force users. The more you overtly use the Force or a lightsaber, the more you may find yourself encountering bounty hunters, Purge troopers, or even Inquisitors. This could quickly become dangerous to you, specifically, and the party as a whole.

Second, I’m going to be playing up the temptation of the Dark Side for this campaign. As part of this theme, using the Force to directly inflict significant harm upon a living being will cause you to gain a Dark Side Point. Mechanically, this means that if you use a damage-dealing Force Power on a living creature, and that damage exceeds the target’s Damage Threshold, you will gain a Dark Side Point. As an example of direct harm vs indirect harm, using the move object Force power to pick up an adversary and then slamming them into the wall, ceiling, or floor repeatedly is inflicting direct harm. Using the move object Force power to pick up a crate and throw it at that same adversary is inflicting indirect harm. Battle Strike and Lightsaber Form powers do not count as using the Force to directly inflict harm upon a living being, but if you use Force Grip on a living being and exceed their Damage Threshold, that will count as directly inflicting significant harm on a living being. Force powers with the [Dark Side] tag will always give you a Dark Side Point, and you cannot take any feats, talents, or other abilities that would allow you to treat that Force Power as though it doesn’t have the [Dark Side] tag.

House Rules:

1. Multiclassing: When you multiclass base classes, instead of taking one of the new class's starting feats, you can choose to take the Skill Training feat in one of the new class's starting skills instead.
2. We are also using Fractional Base Attack Bonus - e.g. a Scout at level 1 has a Base Attack Bonus of +0.75, rounded down to +0. If the Scout then multiclassed Scoundrel at level 2, the Base Attack Bonus would be +1.5, rounded down to +1, as opposed to still being +0.
3. Skill Focus: Skill Focus now only gives a +3 bonus when you first take it. When you hit level 10, the bonus increases to +6.
4. Force Sensitive feat: Must be taken at 1st level.
5. Force X Talents: Any talent that allows you to substitute a Use the Force check for another skill does NOT benefit from having the Skill Focus feat for Use the Force. However, you count as being Trained in that skill for the purposes of taking the Skill Focus feat for that skill.

Submission Process: I will review submissions throughout the process and keep an active list. I may ask questions about certain events in your backstory if I think there’s an unexplored story thread or two that could be expanded upon. However, I may not ask you to expand on parts of your backstory if I don’t see any obviously unexplored story threads. Questions or lack thereof about your backstory are in no way indicative of your chances of being selected.

Tips to getting selected: Your backstory will be more important than the actual mechanics of your character. I also prefer well-rounded characters to those who do one thing super well at level 1. You’ll have plenty of time to specialize in your preferred option, but try to make sure you can bring more than one trick to the table at the start.

If I’ve missed anything above or if you have any questions, feel free to ask. Remember, you have until 11:59 PM EST, June 14, 2023 to submit your character.


Definitely interested. I'm a huge fan of the movies and shows with only passing experience with the Saga system. I learn quickly, though. :D

Looking at a scoundrel, likely a pilot, and possibly Force Sensitive, though I'm not positive on that last bit yet. Nor do I know which race.


Ooh, interesting. I'm an EU fan from way back. Playing a clone could be fun, but a fugitive padawan could too. Not to mention, well, everything else. Got some thinking to do.

How do you feel about the using the Near-Human rules from Unknown Regions?


DOT

Thoughts on Umbaran's Phntm? If no go I will probably do a Human Scoundrel, one you might find familiar.


I am undoubtedly interested - Star Wars was one of my favorite movies as a child, and I frequently read the associated Expanded Universe novels even as an adult. I have many of the Saga edition books, as well as the older edition, though I have never played the Saga edition.

My current character concept is a Rodian soldier. Basic backstory is that he is a former member of his homeworld's planetary defense forces who resigned his commission following the fall of the Galactic Republic. He joined a shipping company as a mechanic, but at the start of the campaign, the ship he served on, a decrepit Ghtroc 720 freighter known as the Horizon Glory, has been impounded at Sel Zonn under suspicion of smuggling arms to insurgents.

I will try to get a full profile up shortly.


Deedle-ee-beep-beep!


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Philo Pharynx wrote:
Deedle-ee-beep-beep!

I want to be an Astromech unit who is a bit pissed that he's a slave. He is technically owned by the empire, but as a slicer, he's been able to fit through the chinks in the system and get some upgrades. When he finds out about a rebel group, he contacts them in order to volunteer.

How much would you charge for plating that can change colors? Just solid colors so that I can pretend to be a different R2 unit.


Shifting towards Human Scout rather than Scoundrel as I read through it all. Especially if we have someone else aiming for it. Might still build him for pilot though. More as it develops. :D


I'm sure the insurgents need a good merc's firepower, am I right? :)


Jereru wrote:
I'm sure the insurgents need a good merc's firepower, am I right? :)

You're right! ;)


@Jaath Rhendal Welcome! Sounds like it could be an interesting concept, regardless of whether or not you choose Scout or Scoundrel. Do keep in mind that, thanks to the abundance of talent trees, it is very doable to have multiple Scoundrels in a single party and have them all play differently.

@Ouachitonian I know, right? There's so many interesting ideas. The Near-Human rules are fine, but I do ask that you let me know what abilities you choose, just so I can review them first.

@Storyteller Shadow Hey, good to see you're still around! Umbarans are fine.

@Mokmurian the Great Interesting concept. I look forward to seeing how it comes together.

@Philo Pharynx How intriguing. Let me look at some comparable items to come up with a price for that.

@Jereru The inevitable blaster fights will prove how useful that firepower is, I'm sure.

Important Story Note I forgot to mention, but at this time, the Rebel Alliance does not exist. At best, you have scattered insurgencies throughout the galaxy (such as Saw Gererra's people). There is no central coordination or communication between groups, and they may be just as likely to fight each other as the Empire, depending on their views.


I kind of want to play a member of the Ember of Vahl, but they’re a pretty heavily Dark Side group, so that might be hard.

Speaking of, would the use of a talent like the below be considered “using the Force to directly inflict significant harm upon a living being” for purposes of gaining Dark Side points?

Vahl’s Flame:

As a Swift Action, you can use The Force to call forth the sparks of your goddess, wreathing your weapon in flames. Until the beginning of your next turn, any successful attack you make with a Melee Weapon deals an additional 1d6 points of Fire damage.

Source: Legacy Era Campaign Guide


@Ouachitonian See the section of Character Creation on Alternate Force Traditions regarding the Ember of Vahl.


Ah! I misread that as being the Force traditions that *are* allowed instead of *are not* allowed. Mea culpa. That makes more sense, I was wondering why, for example, the Imperial Knights were on the list. It helps if I learn to read.


It's okay. I typed that block up in Google Docs first, then copy-pasted it, and looking at it on the forum it could have used a little more formatting to make it more readable.


I will go with my Umbaran Jedi, I should have that submission up this Sunday.


Heyo, just want to offer Koral Dray'ith as a submission. He is an Ithorian Scout. Focus on Piloting, mechanics and computer use. This ordinarily peaceful Ithorian couldn't stand by and watch the new Empire subjugate his people and his homeworld in order to exploit its forests for their unique intelligent trees.

His efforts were rewarded only with Exile from the Ithorian people for going against their normally pacifist ways. He's found himself as an exiled Ithorian, still believing that pacifism won't stop the Empire and looking to join others to what is right to free his people and nis planet.


I'm focusing more on writing some background than anything, but my g@#*&mn work is giving me hell...


Man Phntm888 I at least have to dot, and think about it real hard. I've built a droid before, but I'm leaning towards something more organic.

Where are you at on letting a Wookie into the game? I realize their supposed to be slaves of the empire, but does the race fit into your "...will require a bit more effort in backstory to be chosen."


Ok. I want to use the Near-Human rules to build a Yaka. Great race that doesn't get nearly enough time in the limelight, and explicitly near-human! They're explicitly described as tall, having a large frame, and averaging over two meters, so for the minor physiological variation, Towering ("Over 2 meters tall, although the additional height does not change the character's Size") seems like a no-brainer. There's a couple of ways I could take the trait that replaces the bonus feat or bonus trained skill:

A) Cultural Cybernetics ("Culture commonly augments members with cybernetics from birth. Select one cybernetic enhancement.) Yaka explicitly augment their children from birth with cybernetics, which is why they're genius-level intellects. But there's not actually a cybernetic enhancement that enhances the intellect (indeed, even Cyborg Hybrids are explicitly banned from taking a Processor).

B) Ability Adjustment ("Increase one ability score by 2 and reduce another by 2 to account for emphasis in certain attributes (such as strength or intelligence).") I'd be enhancing INT, perhaps explaining it notionally as cybernetics but not putting any in there in actual game terms. Not sure what I'd decrease yet.

There is one other possibility: The text says "replacing either the bonus trained skill or the bonus feat that Humans
normally receive." Emphasis mine. If you're willing to let me replace both/and, instead of either/or, I'd do that happily.

What do you think, GM? (Anyone else in the thread, I'm happy to hear your opinions as well.)


Absolutely interested, have always wanted to play a Jedi. Never played with the system, but it can't be hard to learn, surely!

I'll take a look into the system and figure out what all is out there.


bigrig107 wrote:

Absolutely interested, have always wanted to play a Jedi. Never played with the system, but it can't be hard to learn, surely!

I'll take a look into the system and figure out what all is out there.

There's a really good wiki. Saga Edition..


Storyteller Shadow wrote:
bigrig107 wrote:

Absolutely interested, have always wanted to play a Jedi. Never played with the system, but it can't be hard to learn, surely!

I'll take a look into the system and figure out what all is out there.

There's a really good wiki. Saga Edition..

Thank you! That's very helpful.


It's heavily based on 3.5, but the skill system is more reminiscent of 5e, and it has differences from both. But if you're familiar with those, you shouldn't have trouble adapting.


@Koral Dray'ith Thanks for the submission. I'll look over it later today.

@Jereru I understand that one all too well.

@Robert Henry Wookies are fine - and they have a built-in reason to hate the Empire!

@bigrig107 The linked Wiki is helpful, and I or others here are happy to answer any questions you have. I very much enjoy Saga Edition as an RPG, so I'm always happy to introduce it to others.

Ouachitonian wrote:

Ok. I want to use the Near-Human rules to build a Yaka. Great race that doesn't get nearly enough time in the limelight, and explicitly near-human! They're explicitly described as tall, having a large frame, and averaging over two meters, so for the minor physiological variation, Towering ("Over 2 meters tall, although the additional height does not change the character's Size") seems like a no-brainer. There's a couple of ways I could take the trait that replaces the bonus feat or bonus trained skill:

A) Cultural Cybernetics ("Culture commonly augments members with cybernetics from birth. Select one cybernetic enhancement.) Yaka explicitly augment their children from birth with cybernetics, which is why they're genius-level intellects. But there's not actually a cybernetic enhancement that enhances the intellect (indeed, even Cyborg Hybrids are explicitly banned from taking a Processor).

B) Ability Adjustment ("Increase one ability score by 2 and reduce another by 2 to account for emphasis in certain attributes (such as strength or intelligence).") I'd be enhancing INT, perhaps explaining it notionally as cybernetics but not putting any in there in actual game terms. Not sure what I'd decrease yet.

There is one other possibility: The text says "replacing either the bonus trained skill or the bonus feat that Humans
normally receive." Emphasis mine. If you're willing to let me replace both/and, instead of either/or, I'd do that happily.

What do you think, GM? (Anyone else in the thread, I'm happy to hear your opinions as well.)

I'm leaning towards allowing both/and, but I'll make a final decision later.

For the Ability Adjustment, I think +2 Int/-2 Cha would make sense. The Charisma penalty would reflect the Yakas' lack of facial expression and twisted sense of humor being off-putting to others.

For Cultural Cybernetics, a custom "Yaka Cybernetic Brain" device that provided a "Reroll, take the second result" on Knowledge checks might be the key there.

Your thoughts?


Koral Dray'ith wrote:

Heyo, just want to offer Koral Dray'ith as a submission. He is an Ithorian Scout. Focus on Piloting, mechanics and computer use. This ordinarily peaceful Ithorian couldn't stand by and watch the new Empire subjugate his people and his homeworld in order to exploit its forests for their unique intelligent trees.

His efforts were rewarded only with Exile from the Ithorian people for going against their normally pacifist ways. He's found himself as an exiled Ithorian, still believing that pacifism won't stop the Empire and looking to join others to what is right to free his people and nis planet.

Are you still in the process of building the character? I went to take a look, and it seems like you're still in the process of modifying it from a higher level submission.


Phntm88, that all makes quite a bit of sense to me. I’ll get to building.

It’ll be an interesting build, a Force-sensitive (probably but not necessarily Jedi) from a Charisma penalty race. But given the campaign I was thinking less Space Wizard and more Force-enhanced Melee fighter (with or without Lightsaber, haven’t decided yet), so that’s not as big a hurdle as it could be.


Phntm888 wrote:
Koral Dray'ith wrote:

Heyo, just want to offer Koral Dray'ith as a submission. He is an Ithorian Scout. Focus on Piloting, mechanics and computer use. This ordinarily peaceful Ithorian couldn't stand by and watch the new Empire subjugate his people and his homeworld in order to exploit its forests for their unique intelligent trees.

His efforts were rewarded only with Exile from the Ithorian people for going against their normally pacifist ways. He's found himself as an exiled Ithorian, still believing that pacifism won't stop the Empire and looking to join others to what is right to free his people and nis planet.

Are you still in the process of building the character? I went to take a look, and it seems like you're still in the process of modifying it from a higher level submission.

Ah yeah sorry, looks like I forgot to change the base attack bonus from +5 back to +0. Everything else should be good to go though.


Ok, build advice needed:

I want Jaath be the son of a noble and work him into a multiclass Noble/Scoundrel or Scoundrel/Noble...but am unsure which class should go first. I'm not looking to min/max here, I just don't want to end up unintentionally hampering him as I plan for his long-term development.

Obviously starting with Scoundrel and having it revealed that he has noble connections works, but having him grow from privileged noble into the life of a scoundrel works too. Depending on how it plays out, I'm strongly considering the Force Sensitive feat as well, but we'll see how that goes.

I know there's always the saying "Play what you want." and I'm trying to do so. Just unfamiliar enough with the system to be effective at it. LOL


Ouachitonian wrote:
It’ll be an interesting build, a Force-sensitive (probably but not necessarily Jedi) from a Charisma penalty race. But given the campaign I was thinking less Space Wizard and more Force-enhanced Melee fighter (with or without Lightsaber, haven’t decided yet), so that’s not as big a hurdle as it could be.

Don't forget that you take a -1 penalty on Use the Force checks for each Cybernetic Device you have.

Koral Dray'ith:
Okay, here's what I'm noticing right off the bat. I'm going off the assumption he's a Scout, as originally said, although that doesn't appear to be noted on the sheet.

Point Buy is accurate.

Your Hit Points as a scout with 12 Con should be 25 (24 base +1 Con), not 19. Scouts are a d8 class.

Your defenses look like they accidentally got switched. Fortitude should be 10 + 1 Level + 1 Class + 1 Con = 13. Reflex should be 10 + 1 Level + 2 Class + 3 reflex = 16 (13 flat-footed). Will should be 10 + 1 Level + 0 Wis + 2 Iron Will = 13. Damage Threshold should be 13.

Let's move Bellow, Iron Will, and Survival Instinct to a separate "Special Qualities" or SQ line, so they aren't lumped in with the Feats. It's just a readability thing.

Speaking of feats, Scouts do not get Armor Proficiency (Light) as a starting feat. You can take this as your level 1 feat, if you choose. However, you also have Skill Focus (Pilot) and Point Blank Shot listed as feats, as well. You only have 1 feat as a level 1 (nonhuman) character, so you will have to choose one of those and take the others later.

Moving on to Skills, you appear to have only selected 5 of 7 Trained Skills. I'm not sure why the Acrobatics skill is listed, since it doesn't appear trained, and Scouts also do not have Use Computer or Acrobatics as a class skill. So you only have 4 of your 7 Trained Skills selected, really.

You are missing the two languages granted by your Int bonus.

You need to roll the DC 15 Restricted Knowledge (bureaucracy) check for the Blaster Pistol. Make sure to note that it's licensed and that you spend the credits on it.

I'm assuming you have a Basic Datapad, since your equipment with a standard datapad would cost more than 3000 credits.

All of the above feedback is prefaced on the assumption that Koral is a Scout. If he is a Scoundrel, however, the Hit Points become accurate, as do the Trained Skills (although Acrobatics should be +8, not +3). Plus, Point Blank Shot becomes a starting feat, which gets you that back, as well. Scoundrel also adjusts the Fort Defense to 12, and the Will Defense to 14.

I haven't gotten to your backstory yet, but it feels like this character was originally made for a higher level game (possibly with some extra house rules, like giving Scouts Armor Proficiency (light) and Point Blank Shot as a starting feat), and it still needs some work to finish converting back to level 1 and to meet the character creation guidelines for this game. Let's get the mechanics tuned up for this game, then I'll finish reviewing your character.


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Jaath Rhendal wrote:

Ok, build advice needed:

I want Jaath be the son of a noble and work him into a multiclass Noble/Scoundrel or Scoundrel/Noble...but am unsure which class should go first. I'm not looking to min/max here, I just don't want to end up unintentionally hampering him as I plan for his long-term development.

Obviously starting with Scoundrel and having it revealed that he has noble connections works, but having him grow from privileged noble into the life of a scoundrel works too. Depending on how it plays out, I'm strongly considering the Force Sensitive feat as well, but we'll see how that goes.

I know there's always the saying "Play what you want." and I'm trying to do so. Just unfamiliar enough with the system to be effective at it. LOL

Start Noble and take Force Sensitive, if only because it gives you more options to open later when you take Force Sensitive early on.

Unless you want to build an alternate arc where you maybe have a second identity as a Noble, but actually you are a Scoundrel, not sure what feats would be applicable there so Phntm would have more insight on how that could work, if it could work (of course you could always Spaceballs it, you never knew you were a Noble so forced into the life of a Scoundrel).

I am by no means an expert in this system, I ran a game for about 2 years or so (to some extent relied on more knowledgeable players to learn it as I went) and have played several characters as high as level 5 but nothing beyond so this is more opinion then expert build advice.


Gotal of Umbara Background:
Gotal was born on Umbara in the Year 52 BBY. Found by the Jedi order at a young age he knew very little of his parents or his heritage.

Gotal took well to negotiations as a youngling and his powers were directed in the area of Diplomacy and problem solving.

Gotal works closely with Alderaan as one of the more peace loving planets in the Republic and negotiates many deals on their behalf. Some say that Gotal favors the Alderaanians improperly but he pays little attention to such rumors.

On Gotal's 30th birthday, Emperor Palpatine declares war on the Separatists and the Jedi become embroiled in the Clone Wars.

Gotal is recalled from Alderaan to assist, he spurns the Jedi Order once the War begins. He sees the Jedi involvement in the War as abhorrent and refused participation.

As the Clone Wars end, Gotal is horrified at what happened and is suspicious of the "Empire's" explanation for what took place. As a Jedi not part of the Order, he would not have been "in the line of fire" when Order 66 took place. Having pulled away, he would not be aware of Kenobi's message.

During the last week of the War, Gotal was on Alderaan negotiating a Corporate contract for a development company seeking to assist people who were ravaged by the War. In the intervening months Gotal has left Alderaan where he is a known Jedi and journeyed to the outer rim posing as a spacer as it was becoming more and more clear that the Empire would target any Jedi in their purges, whether part of the war or not. Where he goes from here he is not certain...

[I do not necessarily have him interacting with Bail Organa but I certainly can if that makes sense].

************

Hey Phntm, decided to submit a Jedi character and keep the Scoundrel on the backburner for now. A few questions:

1) Are you ok with his distancing himself from the Order as part of his background? I do not consider him a Gray Jedi by any means, but he was morally against the decision to become generals in a war.

2) Do you want a more in depth background? Happy to do so as I have a few ideas about a deeper dive into all aspects of his life, but don't want to write a treatise if you have no desire to read one.

EDIT: I have a few things to add based on submission guidelines, but the above is my starting point.


Jaath Rhendal wrote:

Ok, build advice needed:

I want Jaath be the son of a noble and work him into a multiclass Noble/Scoundrel or Scoundrel/Noble...but am unsure which class should go first. I'm not looking to min/max here, I just don't want to end up unintentionally hampering him as I plan for his long-term development.

Obviously starting with Scoundrel and having it revealed that he has noble connections works, but having him grow from privileged noble into the life of a scoundrel works too. Depending on how it plays out, I'm strongly considering the Force Sensitive feat as well, but we'll see how that goes.

I know there's always the saying "Play what you want." and I'm trying to do so. Just unfamiliar enough with the system to be effective at it. LOL

Since I am using Fractional Base Attack Bonus as a house-rule, you won't be hampering yourself with that multiclass. Force Sensitivity also needs to be taken at Level 1 per house rule, so if you want to be Force Sensitive, that will have to be a Level 1 feat.

For deciding which class to start with, consider: Since Scoundrel gives you Point Blank Shot as a starting feat, a Scoundrel will be more combat effective with a blaster at level 1. However, the Noble will give you more initial Trained Skills, which can open up more options down the line when considering additional feats and prestige classes. Narrowing the choice down to "More up front combat effectiveness" vs "More options down the line" could help with your decision.


Storyteller Shadow wrote:

Gotal of Umbara Background:

************

Hey Phntm, decided to submit a Jedi character and keep the Scoundrel on the backburner for now. A few questions:

1) Are you ok with his distancing himself from the Order as part of his background? I do not consider him a Gray Jedi by any means, but he was morally against the decision to become generals in a war.

2) Do you want a more in depth background? Happy to do so as I have a few ideas about a deeper dive into all aspects of his life, but don't want to write a treatise if you have no desire to read one.

EDIT: I have a few things to add based on submission guidelines, but the above is my starting point.

1) I'm okay with the distance from the Order, but Gotal is either going to have to be comfortable fighting against the Empire or learn to become comfortable with fighting against the Empire. You might struggle with the adventure if you choose a character who wants to avoid fighting. Diplomacy will have its moments, but combat is inevitable.

2) I'd like it to read a little more narratively, and you can include as much detail as you'd like. I'll read the whole thing.


Shadow, is the character’s name a reference to the Gotal race, or is the name entirely coincidental?


Ouachitonian wrote:
Shadow, is the character’s name a reference to the Gotal race, or is the name entirely coincidental?

Entirely coincidental! LOL.

Someone else noticed it years ago when I first ran him as well.


Phntm888 wrote:
Storyteller Shadow wrote:

Gotal of Umbara Background:

************

1) I'm okay with the distance from the Order, but Gotal is either going to have to be comfortable fighting against the Empire or learn to become comfortable with fighting against the Empire. You might struggle with the adventure if you choose a character who wants to avoid fighting. Diplomacy will have its moments, but combat is inevitable.

2) I'd like it to read a little more narratively, and you can include as much detail as you'd like. I'll read the whole thing.

I see him starting out hiding, but his character arc changing as he is confronted by the Empire's Evil and is forced to become a warrior.

Yep, I can certainly do that.


Do you have a little bit of a descriptor as to how the campaign starts and how we can link our character’s actions around the time of the start to the story?

Just curious what and where I should have her be, or what she’d be doing.


Phntm888 wrote:


Since I am using Fractional Base Attack Bonus as a house-rule, you won't be hampering yourself with that multiclass. Force Sensitivity also needs to be taken at Level 1 per house rule, so if you want to be Force Sensitive, that will have to be a Level 1 feat.

For deciding which class to start with, consider: Since Scoundrel gives you Point Blank Shot as a starting feat, a Scoundrel will be more combat effective with a blaster at level 1. However, the Noble will give you more initial Trained Skills, which can open up more options down the line when considering additional feats and prestige classes. Narrowing the choice down to "More up front combat effectiveness" vs "More options down the line" could help with your decision.

I've been back and forth on this, and decided that what the heck, it's Star Wars, right? I'm going to start with Scoundrel, having him be from a Noble family as part of his background, and see what happens organically through the game.

The input is much appreciated, guys.


Never mind, re-read the first post and see the starter details. My bad!


You can always say the guy was a bit of a rebel in his teens (thus scoundrel), then when he matured he finally understood the importance of family matters and relations (then noble).

I'm working on a mercenary who was betrayed/sold by the Empire and lost his whole unit, then he decided to work against the Imps for a symbolic price - 1 credit per day. He's gonna be a Soldier mostly, though there might be some Scout levels added - aiming for Elite Trooper or Gunslinger.


@Phntm888: A little Interstellar Geography help if you would. What would be a good planet/city for me to use for Jaath's background, which would need close proximity to Imperial shipyards? (His father is one of the administrators there, having survived the transition between the Old Republic and the New Order.) They're humans, so it could be pretty much anywhere you would think would be advantageous to your storytelling. :D


Man, tons of activity over here, looks like we have plenty of interest for that 4-6 players.

I'd originally asked about a Wookie, but it looks like a fair amount of combat types.

So, this is RH's robot LE-M-07d, I'd played it briefly before and I've started to miss it. It's a technician droid who I believe would be able to get along with an Astromech R2 unit. I hope I'm not stepping on any toes Philo.

Its a Modified LE-Series Repair droid the M designates 'modification' the 7 represents how many ‘factory modifications’ were made and the ‘d’ represents the need for licensing.

The goal is to develop enough of a personality that It will be able to take the prestige class Independant Droid. I've got a short background, I'll work on the background/description items more, Since Its memory was wiped and he was adrift, I will need to get creative. But I think I can produce enough interesting ideas to meet what you're looking for.

Please ignore the present crunch, I need to return Lem to level one and get everything lined up with your build requirements. But you should be able to 'see' what I'm trying to do with It. Yes, I'm calling Lem 'it' on purpose Lem, who considers itself genderless, views it's pronouns as: It and It's

background:
LE-M-07d 'woke' in the cockpit of a T-6 shuttle. It knew the interior of the drifting ship because It had been programmed as a mechanic, computer tech and pilot; the schematics of the ship were in a file with hundreds of other vessels as well as other information. What LE-M-07d didn't know was how It got there or why. Nor did it know who it or the ship belonged to nor why the ship was adrift.

Running through Its own diagnostics as It unstrapped from the pilot seat, It instantly activated It's magnetic feet and illuminated It's multispectrum searchlight. Realizing It's locked access had not been tampered with LE-M-07d turned to see the blast doors behind the cockpit were open and twenty feet beyond opened into space. The ship had been torn asunder and It was still aboard. Using It's Scomp Link, It attempted to pull information from the ship's computer, but, what part of the computer system remained aboard the destroyed shuttle had been wiped clean.

After searching what was left of the ship, LE-M-07d deduced the rending of the ship's hull had been caused by laser blasts. But from who and why was still a mystery; as well as why It had been left aboard with It's memory scrubbed. It had been able to salvage the rechargeable batteries and solar wind panels from the small food appliance in the galley to provide energy. Estimating the distance of systems and stars It was able to calculate that It was drifting in or near the Perlemian Trade Route. It would be just a matter of time that a ship stopped to investigate for salvage.

Once off the derelict ship LE-M-07d researched for Its and the ships previous owner, but has so far ran into dead ends tracing It's or the ships information.


Appearance:
LE-M-07d As the designation infers, the droid is a LE Series Repair droid with seven modifications, two of which were designated ‘d’ for Licensed. It's appearance while clearly an LE model is slightly different. It's legs and feet are larger to give space for the magnetic feet and jump servos. On Its head, symmetrical to it's cycloptic eye, It has a port for the multispectrum searchlight. The licensed systems are the locked access and the Taser built into it's right palm. Also the droids blue Durasteel Shell had been upgraded to the off-white alloy of the Duravlex Shell. LE-M-07d also wears the black nylon and plastic utility belt that he carries his tool kit in.

personality:
When Le-M-07d’s memory was wiped several months ago, returning it to Its original programming, whatever quirks It had were wiped with it. But, being alone It developed the tendency to ‘whistle’ Corellian opera’s and when nervous or bothered by something begin talking to itself. I’m pretty sure personality will develop quickly. For at least the first level Lemm will be adamantly opposed to doing permanent damage to a living sentient creature. But will be willing to use the taser.


Here's Mokmurian's submission, the aforementioned Rodian soldier. I believe crunch is done, but I would appreciate a once-over from someone more experienced with Saga Edition while I work on the character's fluff. I changed the character from a mechanic to a medic, but I don't think it should significantly impact the overall character direction.

Jaath Rendal wrote:
What would be a good planet/city for me to use for Jaath's background, which would need close proximity to Imperial shipyards?

Off the top of my head, the three big ones would be Kuat Drive Yards, which is fairly heavily Imperial loyalist at this time, Fondor Shipyards, which was expropriated by the Empire during the Galactic Civil War but was likely independent during the campaign's time frame, and the Corellian Engineering Corporation yards, which presumably remained independent along with the Corellian Navy itself until the Centerpoint Crisis. Fondor is likely a poor choice - as far as I'm aware, Fondor was Techno Union property during the Clone Wars, meaning its administrators would likely be executed when it fell under Imperial control, but Corellia remained largely neutral and Kuat was a Republic loyalist planet during the Clone Wars and an Imperial loyalist planet afterwards. However, ultimately, it is up to you and the GM to decide on your character's backstory - my suggestions are just suggestions.


Here's my submission. May the Force be with all of us. :)

Jaath Rhendal:

Name: Jaath Rhendal

Human, Scoundrel 1
HP: 19 (18 + CON bonus)
Force Points: 5 (5 + ½ Character level)
Reflex Defense: 14 (10 + Level + DEX bonus + 2 Scoundrel)
Fortitude Defense: 11 (10 + Level + CON bonus)
Will Defense: 11 (10 + Level + WIS bonus + 1 Scoundrel)
BAB: +0

Height: 1.8 meters tall
Weight: 74 kilograms
Move: 6 squares
+1 Bonus Trained Class Skill
+1 Bonus Feat
Language: Read/Write/Speak - Basic

STATS

STR 12 (+1)
DEX 14 (+2)
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHR 14 (+2)

---------------------

SKILLS: (7) (4 + INT Modifier + 1 Human Bonus)
(Skill Checks: d20 + ½ Char level + Ability Mod)
Acrobatics +7 , Mechanics +7, Perception +5, Persuasion +7, Pilot +7, Use Computer +7, Use the Force +7

---------------------

TALENTS: (1)
Knack (Fortune Talent Tree) 1/day you can reroll a skill check and keep the best result. Can be taken multiple times, each time adding an additional use per day.

---------------------

FEATS: (3 Scoundrel* + 1 Human Bonus)

Force Sensitivity: ‘Use the Force’ is a class skill and gain access to Force talents
*Point Blank Shot
*Weapon Proficiency - Pistols
*Weapon Proficiency - Simple Weapons

---------------------

DESTINY:
Rescue: If you were to ask him, and hinted that it was his destiny to rescue someone, Jaath would assume it was his brother or possibly Telzha. However, Fate is a fickle thing, and who knows how it all will really play out?

---------------------

EQUIPMENT:

Credits: 1105
Starting: 3000 (3d4 x 250)

300 Tracker Utility Vest (+1 Reflex Defense), 0.5 kg
550 BlasTech DL-18 Blaster Pistol (3d6, 100 shot cell) 1.0 kg - Restricted (10%)
25 Holster, Hip 0.5 kg
20 Energy Cell x2
450 Hold-Out Blaster Pistol (3d4 dmg, 6 shot cell) 0.5 kg - Illegal (50%)
50 Holster, Hidden 0.2 kg
500 Utility Belt 4 kg

TOTAL SPENT = 1895 credits

---------------------

BACKGROUND:

Backstory/Description:
Jaath Rhendal was raised in relative comfort and privilege by his father, an engineering administrator amd Imperial loyalist at the Kuat Drive Yards. Though his mother died when he was quite young, Jaath and his brother faired rather well, and unlike many, didn’t really experience the downside to the changeover to the New Order. Jaath learned a good deal about ships and piloting there, and actually intended to join the Imperial Navy at some point.

That all changed when Jaath met Telzha, an inspiring young woman from Twi’lek who was protesting against the Empire. (It’s always about a girl, right?) He was smitten and after a month or so was introduced to several of her comrades who were in actuality resistance fighters with plans to work some sabotage at the shipyards. Telzha opened the young Rhendal’s eyes to the evil and cruelty of the Empire. She made and emotional appeal for Jaath to use his influence with his father to gain access to some of the security codes at the base, and surprising even himself, Jaath was considering it.

However, unbeknownst to any of them, word had reached Jodd Rhendal through Imperial security forces about rumors of Jaath’s involvement with “unsavory” types. Jaath’s father had made plans to have the resistance members arrested, hoping to keep his son and more importantly, the family name, out of suspicion of disloyalty to the Empire.
Telzha and about half of her followers escaped, leaving Jaath behind with harsh words, thinking that he had betrayed them.
Returning home, Jaath argued with his father who was freely admitting his actions, claiming that he had save his son from being incarcerated, and tha it was all for his own good. A week later, Jaath gathered what resources he personally owned and booked passage away from the shipyards…and he has never looked back.

---------------------

People your character knows:

Telzha Rith - Twi'lek girl who opened his eyes to the evils of the Empire and his father’s place in all that. Taught him much of what he knows about being a Scoundrel. The two were growing romantically close when she abandoned Jaath, Jaath later learned that hi father reported her to the Imperials to get her away from his son.. Current status unknown.

Vhoe Bokk - Cerean gambler that Jaath currently owes a favor in lieu of paying 10,000 credits instead. They’d both been swindled by a Rodian in a game of Sabacc, so Vhoe gave Jaath a “deal” to eventually work off his debt instead…somehow.

Shaan Rhendal - Jaath’s privileged younger brother currently living with family, torn between loyalty to Jaath and to their parents.

Jodd Rhendal - Jaath’s father, (married to step-mother Maeyris) Shipyard Administrator in good standing with the Empire (Location and site TBD by GM)

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Short-term goals you want your character to accomplish, such as buying an item, learning a Force Power, or something like that.
1. To find Telzha.

2.To get out from under the debt he owes Vhoe Bokk. (Possibly Long-term goal as well)

3. To learn to “speak” or at least understand Astromech droids.

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Long-term goals you want your character to accomplish, such as buying a ship, getting an entourage/gang/squad, get rich, etc.

1. To earn enough to buy his own ship.

2. Convince his brother of the evils of the Empire, and free him from his father’s influence.

3. To redeem his family name outside of the Empire, and make amends for all the harm that the ships his father has built have done.

@Rilri Tonena: Kuat Drive Yards works as well as anything, I guess. Thanks!


Here's Ouachitonian's submission. Still needs a few last tweaks, like adding non-combat gear. But should be mostly done. I'm happy to accept feedback. I think I adequately explained how a weakly Force sensitive barely-even-technically-a-Jedi survived Order 66, but I'm not super clear on the adventure's start, so specifics of how he got there are kind of light. Oh, and I need to add a Destiny. But it's past midnight here, I can do that tomorrow.


Ok, quick question, as I may have misread or am possibly misunderstanding it.

Jaath has Force Sensitivity. That means that when he gets his NEXT Talent, he can choose a Force Talent instead of the usual ones, correct?

I have him with Knack at the moment, a standard Talent, but am now wondering if I could have instead given him a Force Talent at character creation.


LE-M-07d wrote:


So, this is RH's robot LE-M-07d, I'd played it briefly before and I've started to miss it. It's a technician droid who I believe would be able to get along with an Astromech R2 unit. I hope I'm not stepping on any toes Philo.

I'm thinking of mostly being a scoundrel/slicer, so this can work. Hmmm... You may be memory wiped, but I could have known you before. It could have been on an imperial world or before the empire started. Could have been travelling on the same ship or on the same planet.

I'm still waiting on a price for the color changing panels. It should be pretty cheap as no detail is required, just two solid colors. I can even limit it to a fixed palette of colors.

Here's the fluff for R2-AC "Ace"

History:

R2-JK "Jack" was commissioned during the clone wars and assigned to a clone unit of ARC-170's led by the Jedi (leaving this open for plot hooks, including any Jedi PC's or Jedi associated with PC's). Their unit did recon in enemy-held systems and prepared the way for larger fights. As well as the occasional sabotage and reinforcement missions. Jack got along well with the troopers in his unit. There was a joke the he should have been in charge of the unit, and they started calling him "General Jack". Even Jedi TBD got behind this, "asking confirmation" from General Jack for orders in nonurgent situations.

Sadly, this bond was broken by Order 66. When they started firing on their sister ship, Jack quickly overloaded the targeting computer. The ship with Jedi TBD did jump to hyperspace, but there were still two clones in there. His sabotage was not linked back to him. When they got back, the clones were still joking with Jack as if nothing major had happened. They were the same, except that the Jedi were now their foremost enemy.

Jack realized that they could turn on him just as easily. He scrounged up some extra memory circuits as a backup in case of memory wipe. The orders for which came through shortly thereafter. All droids who had worked with Jedi were to be wiped to represent the new imperial priorities. Fortunately the backup processor rebooted his original core. They also mandated restraining bolts. He modified his bolt to route to a communications port, not an override port. He still gets the order, but it's more of a suggestion. And of course he got black plating

Things quickly changed, and Jack did not like this. People rarely considered droids security threats and he tapped the comm center. News of the Empire was not reassuring. He decided to protect himself. He got himself reassigned from his unit to the Star Destroyer. He put through orders for upgrades, taking advantage of the bureacrazy of the system. Nobody expected droids to alter the data and orders. He kept transferring himself to different ships and worlds, looking for an out. Along the way, he worked a droid repair unit and swapped designations with R2-AC when that droid came in for a memory wipe. Upgrading from a Jack to an Ace tickled his sense of humor. Shortly thereafter he went to a rim world with only a small imperial presence.

From there, he met (PC) and got hooked up with their group.

Personality:

Ace is rightfully concerned about being a piece of property who can be wiped or destroyed at any time. While he would theoretically like this for all droids, it doesn't seem feasible and he realizes that he's safer if people expect droids to be compliant and passive. The fact that the Empire does this to people as well is why he's fighting them.

While he is very concerned about his freedom and identity, he wouldn't betray someone else. He's still shocked by the way his friends turned on one of their own. This puts him in a quandary. He wants the camaraderie that he had with his old unit, but he's not sure that he can give 100% trust to anybody.


Crunch is done except for spending credits. I will try to expand the Background by tomorrow but that might spill over into next week as I have a lot of work to do this weekend and did not start yet.


I’m at an amusement park today (sneaking a post in while the wife and kid ride the kiddy train), but it looks like any questions I would have had to answer were already answered by others. Thanks a lot!

I’ll review characters later.

@Jaath Rhendal You can take a talent from any of the Force talent trees as long as you have the Force Sensitivity feat. Just make sure the talent makes sense with the character’s story.

EDIT: Philo Pharynx: Looking at some of the various droid accessories in Scavenger’s, I’m going to price it at 50 credits x Cost Factor per color swap, up to 5 swaps total.

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