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![]() A few notes of interest for our returning players: 1) I have received word that Rednal's gameplay plate is overfull. Rhea Varn will be departing our story for the foreseeable future. 2) I have not heard back from Synchro concerning resuming this game. It seems that he will also not be rejoining us. 3) Therefore, @Yoricks -- you have your best opportunity to change characters right now. As ever, the sky is the limit. 4) This now has some significant implications for Zargro and Vadi, as our metagame will shift significantly in terms of mechanics, as well as narrative: we have a "mission" still on the table, but maintaining the skill checks for its continuation will be somewhat problematic. Not to fret, though -- I have a possible solution. It will be a bit ham-fisted in its execution, but can still be spun to maintain narrative consistency. I'll get to the details once we're sure who will be in our group. OR: We could just recast the whole bit, and get a fresh start, leaving the current plot arc incomplete. What say you? ![]()
![]() Welcome, Lobster and Spazmodeus! I recommend looking back through the recruitment thread in its entirety to start to get a feel for where I'm at in terms of era, but specifically -- 3948 BBY, just a few years after KotOR II. Also: the Spheres system, Rules As Written. I haven't checked if Jereru's compilation of my revisions is still accessible, but the link is in a previous post in this thread. And I am also seriously considering going even more "rules-light" than before . . . . I just want to tell a fun story; and I want you to tell your fun stories simultaneously. Inflammatory Remarks: Star Wars has suffered enough in recent years. Let's make good on at least some of it! ![]()
![]() Actually, Jereru, there is. Folks, I thoroughly regret the need to make this announcement, but I cannot delay it any longer -- I have just gotten a new job, rife with opportunity for advancement --advancement that I desperately need. The logistics of my commute and the particulars of the rules and regulations there are such that I will not be able to continue this game as planned. For the foreseeable future, all gameplay is hereby suspended. I simply cannot carry the game forward in an effective manner. That being said: I would be more than happy to step aside for someone else to take the reins. ---------- Much of this can be laid directly at my feet, separate and apart from the demands of this job (and, hopefully, *career*). I have failed thoroughly in terms of development and ease-of-use in providing access to all the relevant information for this game. I have not driven the game forward in a profitable fashion for my current, steady players, in my estimation. I feel that I've failed to deliver all-around. You all deserve a better GM than I have been, and than I can be, at the present. ------------ I'm not going to make campaign inactive until after we've had a chance to discuss things as a group -- current players and player candidates, both. If any of you see some hope for this effort, in any capacity, I strongly urge you to speak up. ![]()
![]() As soon as I dig up the old human racial stats post from the original recruitment thread, I'll get a quick-block drawn up for a hamadryas-bloodline human. For now, I'll just say this: Instead of the 'Integrated' racial feature, a hamadryas-bloodline human would instead receive 'Photosynthetic Endurance' -- "You may go without food for three times the normal limit before being required to make Fortitude saves/Constitution checks to resist the effects of starvation." This dovetails rather nicely, I think, as the green pigmentation on an otherwise-human figure negates the "blends in" factor of the ubiquitous humans, and then offers a nod to the mechanical advantages of plants in Pathfinder as a whole. ![]()
![]() Verpine Brainstorming Monstrous humanoid (Verpine), gain 60' darkvision
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![]() Wookiee Brainstorming Humanoid (Wookiee)
NOTE: Since we're using an HP/WP paradigm here, the Wookiee ferocity feature would kick in at the WP threshold -- WP damage equal to Con score, effectively. I'm trying to sidestep clumsiness here, but . . . . Well, you see the issue. Right? That brings the total to 10 RP -- which is right where I want it. It's not the most graceful of designs, but . . . we *are* talking about Wookiees, here. Thoughts? ![]()
![]() Sir Longears -- RE: Divided Loyalties Master Cannoneer -- Dude. I love this character concept. Complex background, interwoven narrative elements, and a big frikkin' gun. Barrage/Sniper conscript? All-martial paladin? Heck -- we can get a gunslinger going, even. I'll get started on a hamadryas conversion for the racial rules. Do some work on that on your own, too, and we'll meet in the middle. ![]()
![]() Doomed Hero -- RE: Telekinetic Force-sensitive -- One of our exiting characters is a refluffed sanctified slayer inquisitor specializing in telekinetic powers (a Zeison Sha, to be more specific). I was planning on allowing the teamwork feats to be dropped in favor of the SoP protokinesis feats (which are COOL). Tweaking some of the other class features is easy. I think most any 3/4 BAB mid-casting class could serve you well, and it rather neatly sidesteps some of the issues presented by a straight port of the kineticist class (not that i'm opposed to it, but it's simply easier for me to parse the mechanics if we use parallel chassis, is all). Also, as is the case with Vadi, our eliciter, we can easily arrive at a character with an intuitive grasp of the Force, so there would be less dependence upon any specific Force tradition, if you'd prefer. Keep working at it! :) ![]()
![]() Maybe I confused you. I was only pointing out that in *my* version of the events of KotOR II, it wasn't Meetra Surik that was the Exile. That's all that was about. :) I'm still running with my favorite randomly generated name for my Jedi sentinel -- as close to a Mary Sue GMPC as I can get in this game. :D lol EDIT: I'm about to review more of the character ideas, and will post my feedback here. :) ![]()
![]() Jereru -- 1) I have taken the liberty of putting my own "Exile" character into Meetra Surik's place in the official story. Not that it really matters, per se, but it's a DMPC you *won't* ever meet. I just wanted to take the opportunity to illuminate an aspect of my own "narrative license". 2) I truly appreciate the nod given to the Living and Unifying aspects of the Force. Good on ya. 3) Considering that at least four years have passed since the destruction of the Conclave on Katarr, I'll definitely need a narrative hook to explain why Christon wasn't present. 4) We could easily insert this character as one of Hayden BeShawn's (the previous Jedi team member) contacts on Nar Shaddaa, and that Christon missed meeting up with him because the only speeder pilot he could find in the moment was drunk . . . . And, therefore, when you crashed in the Breaker's Sector after colliding with Spice Rush, you've been on the ground helping the commonfolk as much as possible while awaiting the return of the trio you saw in the 'shared vision'. (This is a tie-in to previous events in the narrative. It also opens an intriguing possibility -- making this a "two-table" game . . . . More on that another time.) ---------- In summary, I think the only wrinkle we need to address is the explanation for Rynx's absence from Katarr when Darth Nihilus made landfall. I look forward to reading how you tease out that narrative thread! ![]()
![]() 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. ![]()
![]() 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?
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 -- ![]()
![]() 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? ![]()
![]() 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 ![]()
![]() 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:
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. ![]()
![]() Okay, maybe it'll stick, this time. Announcement: Go ahead and bump up to level two, folks. Announcement the Next: In light of the . . . ummmm . . . difficulties we've been having (both in terms of forum availability and personnel tech issues), we're going to run roughshod over the remainder of this mission -- I'm going to gloss over the improvised combat I cooked up after the rather thorough response made in that round-and-a-bit of depot battle, and we'll hit Kothlis before the end of the week. Unless, of course, the three of you would like to do something totally different . . . . Necessary Addendum: It seems we're down to three. Synchro's energies are diverted along different paths, and Avacynrestored has been incommunicado for weeks, both here and via text message. I'll drum up a semi-plausible exit for Hayden and Le at Kothlis (or wherever we run to), and we'll move on. So, with that in mind: Do y'all want a fourth? ![]()
![]() Vadi Sarnassi wrote: No, I don't have any abilities allowing me to scout through the Force. It was more of a flavorful term for "being on high alert". That was my assessment of the strictures of your spheres/talents. Looking forward to your next gameplay post, Sapiens! :) And, secondly -- To answer your question, Avacyn: Yes. ![]()
![]() Also: I know that I have not explicitly awarded xp to this point in our story, but I will make an announcement on that point once this combat is completed (And with that 'first strike crit' from ThetaZero, that could happen mas rapidamente!). I *will* go ahead and say this, though: --> XP can be gained via individual actions on the part of a character, BUT XP will be divided equally among the party. Though this can get complicated in its impact on our metagame dynamics, I am using this device to reinforce the idea that I want you all to succeed together. SIDEBAR: This awarding pattern can also help avoid any misunderstandings concerning favoritism -- Synchro and Avacyn have known me for many years, and know how I think and work to a pretty high degree; I don't want them to be able to exploit that advantage to the detriment of the group as a whole (Not that they would.). So -- the more you branch out, the more you engage in the world around you, the greater chance you have of narrative and mechanical gains. ![]()
![]() Not to be a naysayer, Saashaa, but 'no payload = no bankroll'. Fortunately, misfortune does not make for bad story -- just tough living for characters. :) Though we don't know for sure that things *are* going to "go wrong". But, in the interests of story: 1) Avacyn -- Gimme something to work with, chief!! 2) Saashaa -- Since it appears that Sapiens is still MIA, here's a GM Freebie: you've got ranks in the Computer skill -- maybe try to "hack" the lock? Since we're getting all voyeuristic, and such. :D Let's pick up the pace a bit, people! We're over 7 months into this! ![]()
![]() Also: I've done a little scouting, and it appears that Sapiens has done almost **nothing** since the time of announcing the move. I haven't gone so far as to make an exhaustive check of alias posts, but the fact that it's been two weeks leads me to believe that there's been a significant shift in priorities . . . . ![]()
![]() This first mission was supposed to just be a relative cakewalk in terms of narrative, and a field test of what we needed to hammer out on more of the mechanics. Blahblahblah. As for quick-burst action missions? Oh, there'll be plenty. I might as well go with some 70% disclosure here: 1) I'm **totally** saving that first hyperspace check. Because reasons. 2) We have a solid line on a goodwill rescue mission: Jebber Lofkte. Though, of course, that's most directly tied to the ongoing involvement of Kresh and Zev . . . . And the ease of that mission's emergence is in doubt. 3) The family connection between one PC and the higher levels of Republic politics cannot be neglected. 4) Holonet News Network posts exist for a reason. 5) Synchro seeded a great deal of opportunity into some of his earliest posts. It remains to be seen whether or not Nar Shaddaa is going to remain a "pivot" location for us. 6) The "middle act" of this current MacGuffin Mission One has a direct line to a new source of conflict, and teasing out that narrative thread can open a HOST of opportunities. Anyway, though . . . . I encourage you to be as bold as you like in stating what you'd like to see. I ain't scared of being fed straight lines! :) ![]()
![]() Well . . . . It appears we've well and truly died off. More than enough of that is my own fault -- my own posting has been inconsistent, too. Even so, I want to take a little time to mention some things that have occupied my mind of late. I'm going to let this post ride for a few days, and then determine what steps to take next. So, without further ado: 1) I have tried to lay out a multitude of Chekov's Guns, to zero expressed interest. Flagged datapads, outright discussion of possible upgrades to the ship, circumstantial newsfeeds, detailed backstories, plausible narrative elements with which characters may interface with the world through skills use, etc. Even a brand-new planet with which to interact. And, it seems, for naught. Perhaps my lackluster presentation is to blame. Nevertheless, I haven't been challenged by character decisions, as yet. If no one is going to rise to the bait, then I'll leave threads dangling -- no need for me to drum up even more things in which my players/characters aren't interested. That would be an unnecessary expenditure of brain calories. Since this is a cooperative effort, I have approached this enterprise with the attitude of attempting to give my people what they want. And the sidequest possibilities of our MacGuffin Mission One have been wholly neglected. That's quite a downer for me. I've even gone so far as to monkeywrench my own "cake" job (this kolto run) in a realistic way so as to present more of the one thing we haven't really had yet: combat. Imagine my surprise when only two of our five expressed an interest in retrieving the cash crop! I threw out the possibility of hitting the casinos in order to build bankroll with gambling checks *and* to provide a chance for contacting NPCs to hook later narrative threads. Rednal gave me a window for further interaction by having Rhea contact the planetary station chief -- and I went heavy-handed with that, too: more railroading. Zev is getting laid so that I've got an out to write him out of the story. I am thrilled that Vadi and Kresh are, at least, toying with the idea of interrupting his shenanigans -- that could be a fun moment! If Avacynrestored hadn't thrown his hat back into the ring, Le Za-Deen would have never made it back to Spice Rush for its departure to Kothlis. He might have re-emerged further along in our tale, but, frankly, I've been tired of trying to run so many N-converted-PCs And don't get me started on what to do with ThetaZero. It's a true shame that Yoricks never made it back. 2) Since what I *have* done is clearly not galvanizing interest, I'm left with this question: What do our players want? Point-blank: I'm not expecting to receive a full roster's worth of answers to that. I dare you to make me eat those words. :) Pan-galactic murderhobo-ing? High-stakes political intrigue? Obscure Force research? Opposition to monolithic evil? Or shall we just stay on the ship? 3) I feed off the energy y'all put into this. Foils of one another, we are. To paraphrase a Biblical passage: "As iron sharpens iron, so one sharpens a brother's countenance." On that point: I **truly** don't want to bot anyone. I'm willing to wait for each of you to do what you want to do -- just as y'all have been patient with me. Which reminds me: there's been no hue and cry on this thread concerning *any* of my delays. The conclusions easily derived from that lack of complaint aren't at all promising. SO: This post is going to be here for 7 days, and we'll see what gets said, if anything. I'll keep things going in Gameplay as they are prompted by any participants until that time. If it turns out that I need to write more characters out of the story, so be it; the proverbial door will still be open afterward, but it will likely only open to the moments containing the decisions your sundry characters haven't made (i.e., if you stop here, you'll resume here, most likely). I can split this table quick, fast, and in a hurry. GM Freebie: If you want Star Wars: The Murderhobo Massacre as your game, you're probably in the wrong place. ![]()
![]() The Quarren has no cover -- he's clambering up onto the dockside straight out of the water. Clear line of sight/effect. No loose rocks. Incidental debris? None of that, either -- MedStar runs a tight, tidy operation. Since Le doesn't have a +1 BAB, and only a standard action with which to attack, he'd have to use a Force power to go on the offense straight out the gate. ![]()
![]() Argh! Just now noticed I misspelled 'unnecessary' a couple days ago. *facepalm* Anyhow -- quick update: I am going to be on the road today and part of tomorrow, so our next step in our narrative will come tomorrow afternoon. Also: Vadi -- am I to take your 'concentrates on the Force' action as a use of the Mind sphere ability?
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