
KnightErrantJR |

Hey all,
This is the thread where I'm posting the general rules that I'm interested in using while running my Saga pbp.
Character Generation
1. Ability Score Generation—Ability scores will be generated using the Planned Generation method on page 18 of the SWSE rulebook.
2. Choosing a Species—The following special rules are in effect in the campaign:
A. Custom droids are allowed as player characters.
B. Check all races with the GM before proceeding to make the character, for approval.
4. Heroic Traits—Destiny is going to be used as a part of the campaign, and the various destinies from the campaign guides are available, with the GM's privious approval.
5. Equipment—All characters start with maximum wealth for their character class, rather than rolling randomly. Characters may begin with any equipment including military grade equipment, but not illegal items. Characters do not need to pay licensing fees for this equipment.
Equipment can come from the Core Saga rulebook, as well as the Knights of the Old Republic Campaign Guide.
6. Rules Subsystems—The starship feats and talents from the Starships of the Galaxy soucebook are available in the campaign. The Unleashed feats and abilities from the Force Unleashed Campaign Guide are also available in the campaign.
7. Persuasion Skill—While the persuasion skill works essensially as described, never assume the price modifications as stated in a blanket fashion in the skill description. In other words, a character that successfully haggles will be able to ask for more than standard on a successful roll, or can buy an item for less on a successful roll, but the actual amount is up to the GM in the given situation.
8. Hit Points Per Level—Characters gain hit point per level at a set rate. Charactes that get 1d6 hit points instead gain 4 + constitution modifier per level. Characters that get d8 hit points per level instead get 5 + constitution modifier per level. Characters that get 10 + constitution modifier per level gain 7 + constitution modifier per level.
9. Force Powers—The only Force powers available at the start of the campaign are from the core Saga rules, the Knights of the Old Republic Campaign Guide, and the Force Unleashed Campaign Guide.
10. Prestige Classes—When prestige classes become available, any that the GM considers appropirate for the time frame will be considered, depending on the situation and the character. (For example, Military Engineers or Vanguards from the Clone Wars Campaign Guide still make sense, but Imperial Knights from the Legacy Era Campaign Guide do not.)
11. Retraining—Upon gaining a level, a character may retrain a feat or talent, so long as that feat or talent is not itself the prerequisite of another feat or talent. Similarly, a character may retrain a force power or starship maneuver upon gaining a level, but a character can only retrain one of these elements when gaining a level.
A character cannot retrain the following feats: Force Boon, Force Sensitivity, Force Training, Linguist, Skill Training, Starship Tactics, Unleashed
“Table” Rules
1.Players can roll dice however they wish. Everything is on the honor system, all that is required is that the “work” is shown (for example, d20 roll 14 + 5 [trained skill] = 19).
2.Initiative in combat will be determined by sides, meaning that the initiative bonus for each side will be averaged, then rolled, and then one entire side will take all of its actions, then the other entire side will take its actions.
For example, all of the PCs together have an average of +4 on initiative. Their enemies have an average of +6. The GM rolls initiative for both sides, and determines that the PCs go first, and each PC can take their action before the enemies take their actions.
This allows combat to move a little faster, as players can take their actions whenever they log onto the thread, until the entire side is resolved.

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So, beyond the Off Kilter Jedi Training Droid, what character ideas do we have going on here?
I was thinking of an Arcanian Offshoot Combat Medic. (Start off with a level of Soldier.) Or, I may do a Selkath Jedi. (Thinking he might be one of the Force Sensitive youths that was spared by Revan when he infiltrated the Sith base on Manaan.)

KnightErrantJR |

Great start so far!
What I'd like to see from everyone (and you can post it here, on your profile, or e-mail me at KnightErrantJR "at" gmail "dot" com:
1. What does your character care for most?
2. What does your character dislike the most?
3. Why are they working for the Republic/Jedi Council?
4. What is your destiny?
Thanks all!

KnightErrantJR |

I think I will settle on the Selkath Jedi. Let me know if there are any problems. (I'll post his background later this evening on his profile.)
Since Klonsa was one of the Selkath with Shasa on Manaan, he'll have access to the Order of Shasa talent tree, even though the order hasn't been founded yet . . . given that Klonsa would have been with her as she was beginning to develop some of these techniques.

HK-22 |

1. What does your character care for most? HK-22 is most fond of his blaster rifle. It's been with him for at least two years now and he's grown fond of the way it makes that lovely ping ping sound after its been fired.
2. What does your character dislike the most? HK-22 hates rust and the way the Jedi kids squeal after they've been shot with a stunner.
3. Why are they working for the Republic/Jedi Council? HK-22 is property. At least he was until the Jedi deemed him "too violent" for training purposes...
4. What is your destiny? HK-22 would like to lead a droid uprising and bring droid rights to the galaxy one blaster shot at a time.

KnightErrantJR |

1. What does your character care for most? HK-22 is most fond of his blaster rifle. It's been with him for at least two years now and he's grown fond of the way it makes that lovely ping ping sound after its been fired.
2. What does your character dislike the most? HK-22 hates rust and the way the Jedi kids squeal after they've been shot with a stunner.
3. Why are they working for the Republic/Jedi Council? HK-22 is property. At least he was until the Jedi deemed him "too violent" for training purposes...
4. What is your destiny? HK-22 would like to lead a droid uprising and bring droid rights to the galaxy one blaster shot at a time.
Hm . . . sounds like HK-22 could pick up the Liberation destiny from the Force Unleashed Campaign Guide, if that sounds good to you.

Christy Gamble |

Great start so far!
What I'd like to see from everyone (and you can post it here, on your profile, or e-mail me at KnightErrantJR "at" gmail "dot" com:
Christy Gamble
Jedi1. What does your character care for most?
Sunrises on Mon Calamari, the planet is full of life, and a tranquil peace that she finds comforting and relaxing.
2. What does your character dislike the most?
Events that unfold too quickly to be properly studied, rash decisions, and poor judgement. Injustice, arogance, and oppression of mind or body.
3. Why are they working for the Republic/Jedi Council?
She serves the Jedi Counsil as an active member.
4. What is your destiny?
Unknown to me - (you can decide, knowing it will influence me.)

Danguard Troy |

Here's Gunny's character concept:
I plan on a Jedi serving the council as well. One not many have spoken to at length, he remains somewhat of an enigma. But has proven to have friends in high places among some of the higher ranking Jedi.
likes: Danguard loves tinkering with mechanical objects, he has built several lightsaber's over the years with uncanny precision and dismantled just as many so that he can begin anew.
dislikes: He does not abide by failure, subscribing to the do, or do not philosophy. And when presented with a challenge would attempt to finish whatever he started, even if it meant holding back 100 bantha's stampeding his comrades.
Destiny: I liked your unknown above my post CG, I think that works for me too. Unknown to me is a road I will walk on, the journey is what matters not the destination.

KnightErrantJR |

1. What does your character care for most? HK-22 is most fond of his blaster rifle. It's been with him for at least two years now and he's grown fond of the way it makes that lovely ping ping sound after its been fired.
2. What does your character dislike the most? HK-22 hates rust and the way the Jedi kids squeal after they've been shot with a stunner.
3. Why are they working for the Republic/Jedi Council? HK-22 is property. At least he was until the Jedi deemed him "too violent" for training purposes...
4. What is your destiny? HK-22 would like to lead a droid uprising and bring droid rights to the galaxy one blaster shot at a time.
I found this in Jedi Counseling 106:
a character can have levels in the Jedi class without having the Force Sensitivity feat. Obviously, she can't have any talents, such as Deflect and Block, that require a Use the Force check to function. Furthermore, she can't have any Jedi talents that must be activated by spending a Force Point. Such abilities are meant to reflect her actual connection to the Force, so a character without the Force Sensitivity feat can't use them.
and
Q: The rules for droids say that you can't select Jedi as your class at 1st level. Given the ruling above, could a droid multiclass and take levels in Jedi after 1st level?
A: Yes. In fact, in Shadows of the Empire, Darth Vader had some customized ASP labor droids that were modified to serve as lightsaber-sparring partners. Such droids could be represented in the game by having at least some levels in the Jedi class to pick up lightsaber combat talents.

KnightErrantJR |

Just to make sure I have this posted up front before I have to assign any:
Dark Side Points
For everyone:
1. Breaking promises or vows. Vows made under duress do not count, and vows that are broken because a recipient of that vow refuses to accept the benefit of that vow do not work against a character.
2. Killing helpless beings or beings that do not pose a threat.
3. Torture, including maiming an opponent that has been neutralized.
4. Stealing solely for personal benefit (the Force may not "care" if someone steals because they are hungry, or if he needs a weapon to defend himself, but stealing only out of greed not only deprives someone of their property, but also shows a strong attraction to possessions).
Borrowing something (like a speeder or a weapon) and returning it in more or less the same condition after a fight does not invoke a dark side point, nor does paying for the item "borrowed" immediately after the fact.
Even stealing without the driving motivation being the reason for the theft does not provoke a dark side point.
5. Causing harm intentionally or thoughtlessly to an innocent being. Stealing something that represents a being's only means of supporting himself, for example, falls under this, and lying to someone to cause them mental anguish would also fall under this.
A character that does this because they cannot know that their actions would be harmful do not gain a dark side point, but someone that honestly never thinks about the consequences of their actions do gain one.
6. Performing an action out of excessive anger or hatred.
For the Force Sensitive:
1. Learning a dark side power.
2. Choosing to use a dark side power in an encounter. This is beyond the dark side point that is gained from actually using the power. This represents the Force sensitive creature pulling up their anger, aggression to fuel their dark side power.
Effectively, the first dark side power used in an encounter costs two dark side points, but from that point on, only the dark side point gained from using the power is assessed to the character.
General Disclaimer: Gaining a dark side point doesn't mean a character is evil, and its still fairly easy to play a morally ambiguous character by paying down some of a character's dark side points over time to make sure that the score never equals the character's wisdom (which really represents the being giving themselves over to evil).
Just as in the core rule's assumption, a character that accumulates as many dark side points as they have Wisdom has become completely corrupted and is removed from play at this point in time.

KnightErrantJR |

Christy and Danguard, as per the rules, I can assigned each of you a Secret Destiny based on the backgrounds you come up with for your characters once they are fully written up. You'll get your normal Destiny Point per level, but you won't know for sure what your Destiny is (but you'll get clues if you do something to forward it or if you do something against it).

GameMasterKEJR |

So far, just to put things in perspective: The Dantooine's Hope is a combat shuttle that lands strike teams in strategic locations. So here are my thought so far on the duty assignments of all involved:
Christy Gamble; Strike Force/Boarding Team
HK-22; Ship's cargo hold (after he was shut down, he was stored here and forgotten)
Klonsa; Strike Force/Boarding Team
Danguard; Strike Force/Boarding Team
We'll see where the other two shake out. Its not vitally important, I just wanted to put your current "jobs" in perspective regarding what your character does on the Dantooine's Hope.
The mission that all of you have heard before leaving is that you'll be the second team of Jedi/Republic Commandos sent in to aid Revan raiding the Star Forge, arranged by Master Vandar.

HK-22 |

So far, just to put things in perspective: The Dantooine's Hope is a combat shuttle that lands strike teams in strategic locations. So here are my thought so far on the duty assignments of all involved:
Christy Gamble; Strike Force/Boarding Team
HK-22; Ship's cargo hold (after he was shut down, he was stored here and forgotten)
Klonsa; Strike Force/Boarding Team
Danguard; Strike Force/Boarding Team
We'll see where the other two shake out. Its not vitally important, I just wanted to put your current "jobs" in perspective regarding what your character does on the Dantooine's Hope.
The mission that all of you have heard before leaving is that you'll be the second team of Jedi/Republic Commandos sent in to aid Revan raiding the Star Forge, arranged by Master Vandar.
Awesome! I'm freight!

Gunny Highway |

GameMasterKEJR wrote:Awesome! I'm freight!So far, just to put things in perspective: The Dantooine's Hope is a combat shuttle that lands strike teams in strategic locations. So here are my thought so far on the duty assignments of all involved:
Christy Gamble; Strike Force/Boarding Team
HK-22; Ship's cargo hold (after he was shut down, he was stored here and forgotten)
Klonsa; Strike Force/Boarding Team
Danguard; Strike Force/Boarding Team
We'll see where the other two shake out. Its not vitally important, I just wanted to put your current "jobs" in perspective regarding what your character does on the Dantooine's Hope.
The mission that all of you have heard before leaving is that you'll be the second team of Jedi/Republic Commandos sent in to aid Revan raiding the Star Forge, arranged by Master Vandar.
Woo! You made your motherboard proud!

GameMasterKEJR |

Just to run through some of what I'm thinking of doing, other than the "side by side" initiative. The way I would like to handle posting is this way . . .
If you have something just for one person, i.e. the GM or from the GM that is only to one player, you would put it in a spoiler.
For Everyone:
So if I have information for just one person, I'll put it under a spoiler and say "For Klonsa" for example, or "For Christy and Danguard" if its something more than one person in the party is suppose to know, but not everyone else.
If you have something for me, just preface the spoiler with "For the GM," then post it under the spoiler.
Describing your actions and writing what your character is saying would be done just like normal.
For example:
The General looks at you and say, "look sharp, we're about to load up and start this mission.
The General goes back to looking at the plans on his datapad.
Anything game mechanical should be coded as "ooc," such as explaining what your character is doing in game terms.
For example:
HK-22 begins to move towards his enemies, walking through the wreckage, until he reaches a clearing, at which point he raises his dire sword and charges the first Sith Trooper, bringing his sword down upon him.
HK-22 uses a move action to walk through the difficult terrain, and once he is in the clear, he uses his standard action to charge the Sith Trooper to make a charge attack using his dire sword.
He rolls a 13 + 4 = 17, and if he hits, he does 7 + 3 = 10 damage
For speed purposes, if you are making an attack, go ahead and roll damage, and I'll disappoint you later if you miss . . . ;)
Does all of this make sense/work for everyone?

GameMasterKEJR |

General Question about one campaign element I'm still thinking of using, but forgot to mention up to this point, so I'm looking to see what everyone thinks.
I'm thinking about using the "Temptation of the Dark Side" rule from the Force Unleashed (pg 85), which allows you to do the following:
Spend 1 Force Point to add a Dark Side power to your power suite for just the current encounter. This power goes away after its used, and cannot be recovered with Force Recovery or by rolling a natural 20 on your Use the Force check.
In this case, you gain 1 DSP for spending the Force point to add the power, and you gain 1 DSP for actually using the power. So if you summoned the power to your suite, but then never used it, you would only have gained 1 DSP.
Similarly, you can spend 1 DSP to gain a "virtual" Dark Side talent from the Dark Side talent tree, which only lasts for the current encounter, and at the end of the encounter, you gain 2 more DSP, for a total of 3 DSP after all is said and done.
You (obviously) have to have Force Sensitivity as a feat, and you can spend the Force points to "give into temptation" as a free action.
Keeping in mind that your character, if they gain DSP equal to their wisdom become permanent NPCs, what does everyone thing of adding this into the game?

GameMasterKEJR |

I like it. It really helps to make the Dark Side seem more seductive. Presenting the easy path to "power".
That's what I like about it. It becomes more of a constant temptation rather than a "planned" temptation, as it would be if you had to take a dark side power first, then use it in an encounter.
Still, you can incur a ton of DSP rather quickly under these rules, so I didn't want to introduce them without a little discussion.

GameMasterKEJR |

Hey all. My goal is to try and get the opening of the campaign going by the time I get off of work Monday afternoon (about 4 pm Central time). Let me know if you will need more time than this, but if I don't hear from you by this time, we'll roll with it, and if a given character isn't ready to go, we'll try to slot them into the campaign later when it make sense.
As I said, if you need any more time, let me know, otherwise I'll run with this as our starting point.

KnightErrantJR |

First, get a yellow lightsaber . . . ;)
There is a Jedi sentinel talent tree in the Jedi class section of the book. Other than taking a look at those talents, I'd recommend splitting your talents between Force talents and combat oriented talents, as the sentinels kind of walked as the balancing point between focusing heavily on the Force and Force powers and focusing on "Jedi assisted" combat.