Undead

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Organized Play Member. 26 posts (229 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 2 aliases.



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

Force Training

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

Force Powers Suite

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

Force Points

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

Data Slicing

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


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Game Recruit threads are up -

RCR - Empire Reborn

Saga - Frozen Breach


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The Chess wrote:
Would the game be only for people that know the system(s), or newbies are welcome to apply as well? :)

New people to the system would be more than welcome.

Blue Drake wrote:
Also, will this be used as your recruitment thread, or should we keep an eye out for the official one?

This will not be the recruitment thread. I will be doing a separate thread for recruitment. As a matter of fact I am going to do two games,one for Saga and one for Revised Core.


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Giant dot here! I will get something up later tonight. Would be sooner, but wife and her birthday comes first!

Dark Archive

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Lerkz wrote:
If Tattooed is a no go I would definitely go Daemon, I'm getting ready to build one soon as a back up character.

Either is allowed separately, but not together. I will probably be using Tattooed Sorcerer.

Under A Bleeding Sun wrote:
Personally, I'd go Infernal, but I enjoy controlling and manipulating more than blasting. I think WOTW doesn't do a point buy, but you start with a 17 or 18 stat. Assuming 17 a Tiefling with Spell Focus (Enchantment) and Infernal Sorcery would be rocking an 19 DC charm person at level 1, with a +5 to charisma for the purpose of commanding people you controlled. Average NPC Cha. modifier will be between -1 and +1. By level 5 or 6 you should be rocking a +10 or so (Charisma 20 now+ infernal sorcery + Circlet of persuasion + Headband of cha +2 [5+1+3+1 = 10] and npcs Charisma modifier will largely still be in the -1 - +1. I am basing this off AP's and PFS, but I would imagine WOTW won't be too much different. You'll have charm monster pretty close to then too, which for you will probably be stronger than dominate.

Not sure what it says in the actual book, but we have been told to do a 25 point buy. And this does seem awesome. I have never played an enchantment focused or manipulating character, but it could certainly be interesting.

Under A Bleeding Sun wrote:
Then you take leadership

I have next to no experience with the leadership feat. How is this helping with this? This is probably a "well, duh!" answer coming.

Dark Archive

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Nearyn wrote:

I will, however, say this. If you make a wizard with the Familiar Arcane Bond, and then take the Improved familiar feat, to get an Imp familiar, you get to have 2 Imps, one on each shoulder, that can advice you, and whisper hellish corruption in your ears. One is loyal to you, one is loyal to hell.

I'd argue that this makes it useful, for its flavour value alone. Especially in Way of the Wicked :)

I agree that this is a great idea and full of flavor. Heck, the PrC fits theme and flavor.