| Devian |
Sorry if this is a repeat but I did not know how to edit the previous thread I had started.
Would there be any interest in Star Wars saga edition set in the Dawn of Defiance campaign?
If so I would be looking for 4-6 characters (though I might add a DM pc since this seems the only way I would be able to play in such as game).
25pt buy
Races need to be justified except for CORE
Use CORE, Clone Wars, KoTOR, Jedi Training initally for Jedi (talents and powers) though I have no problems with later working other things in.
Other classes would have access to anything in the Saga rules system.
1st level
DOD is written as a set up for the Rebellion Era, it is in between the two movie series.
This is basically a few months or even weeks after Order 66 and the establishment of of the 1st Galactic Empire
If the person wants to play a jedi the powers and talents from the mentioned books are the only ones that they can begin with. A non Jedi force user would depend on the Force tradition. You can start off with those powers but with training and leveling you can get access to different powers.
Does this help?
| Tyeal |
I resisted the first time, to be fair. Since any group would welcome a guy that can patch them up. Even a Jedi. My combat medic also fixed droids and knew about cybernetic implants, fixing and installing them. As well as being a good shot with a Heavy Blaster Pistol, skilled with Flash bangs, and Detonite.
| jemstone |
Where/how would this be played?
Here on the forum? A Y! Group? Google Hangout?
Would there be a minimum weekly post? Player-skip-timeframes?
(For instance, in my current PBEM Cyberpunk 2020 game, it's played in a Y! Group. There is a 1/post-per-week minimum post from players, and if you do not post or ask for an extension within that week, you are skipped.)
I ask these questions because while I would like to play, I'd need to know what players are expected to deliver before I said yes. :)
For what it's worth, I still have my SW:SE rules modifications document (that I've made available in other threads) if such things are desired. They reflect a few years of playing the game and overcoming mechanics hurdles. They might not be for everybody's taste, but they seemed to go over well in the other SW:SE threads.
All these Force-users escaping Order 66 makes me nervous. It's like a magnet made for danger. ;)
| jemstone |
Sadly, at once or twice a day, I couldn't keep up. My current work schedule is too packed. :(
Which is too bad, really, because I have a creepy-feral-cyborg-child smuggler I haven't played in ages.
The link for the PDF is here.
Let me know if that doesn't work for you. If the link doesn't do its job, I can mail you the pdf.
| jemstone |
Would you guys take a look at the .pdf that Gem submitted and let me know what you think about the rules?
To be fair, a lot of those rules changes may not make sense in the terminology of a forum game - the "per session" rules, for instance.
I and my players just found over the course of a few years of play (three "movies" of game time) that they helped the action flow more smoothly and helped to emulate a more Star Wars-like experience at the table top.
Tarlane
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Just dotting to be keeping an eye on this game. I recently ran through about 6 chapters of this for my in person group, we only stopped because we got rather taken with edge of the empire and I've been rolling around converting the rest to that system to finish the story. I'd love to see how another group plays through.
I have way, way too much stuff stashed for this adventure in prep, so if you ever want to compare notes or share any details, feel free to PM.
James Martin
RPG Superstar 2010 Top 16, 2011 Top 32
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May I present A7-XV:
A7-XV or 'Exvee'
Destiny 1 Force Points 5 Dark Side 0
Small 2nd degree droid scoundrel 1
Init +8; Perception +8
Languages Binary, basic (understand only)
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Defenses Reflex 18 (+1 size), Will 14, Fortitude 12
Hit Points 18; Threshold 12
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Spd 6 squares (wheeled) 4 squares (walking)
Melee -1 tool
Ranged +2 stun pistol (3d6)
Base Attack +0; Grapple +x
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Abilities STR 8 DEX 16 CON - INT 17 WIS 13 CHA 10
Talents (1 talent) gimmick (issue routine command to a computer as a swift action)
Feats (1 feat) skill focus (use computer), point blank shot, improved defenses
Skills (7 trained skills) Initiative +8, Mechanics +8, Perception +8, Pilot +8, Stealth +8, Use Computer +13, Knowledge (galactic lore) +8, Knowledge (technology) +8
Possessions: (2250 cr) stunning blaster pistol (500), internal comlink (250), holoprojector (1000), holorecorder (100), fire extinguisher (50), improved sensor package (200), spring loaded mechanism (150)
Equipment: wheeled locomotion, walking locomotion, magnetic feet, heuristic processor, 6 tool apendages, 1 claw apendage, astrogation buffer (5 memory units), diagnostics package and internal storage (2 kg)
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Experience 0
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Appearance This small astromech droid is painted silver with garish streaks of green. It appears to be a standard astromech, save for its squat conical head. It's prone to angry squeals of binary and often bumps into things or people, while beeping loudly and angrily. It is only later that they realize that the droid picked their pockets and stole their cred chips.
Background Exvee was created as an experimental model by a Cybot Galactica developer. He was designed as an industrial espionage droid that no one would suspect. He was designed to slice into systems, charm them and extract information which he would then take back to his master and turn in. The only hitch in this plan was that the developer was arrested for embezzlement and imprisoned. Exvee was sold to a trader as an astromech and he's drifted ever since.
| jemstone |
The pdf rules sound interesting. Shall we already create chars including those rules or with the normal rules?
As the creator of those rules, I would strongly suggest that Devian go through them and figure out what applies to this game and what doesn't, then put them in a post in this thread. That way everyone's on the same page and Devian has the ability to say "Yeah, this rule is awesome, but it doesn't apply in this format."
| Takato |
@Spaz: Correct
@Devian: I also commented on them^^ they sound interesting but a few of them I'm not sure how they would work with a forums game. In addition to that the force users update make them sound like sorcerers in pathfinder where I'm not sure if they become too powerful that way in star wars. Sadly Got no playing experience so far with star wars saga so not sure how the base force user is compared to a non force user.
I'll then make a character as soon as you decide there
James Martin
RPG Superstar 2010 Top 16, 2011 Top 32
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A base Force user lags behind most other players at low levels because you can use a lightsaber and nothing else, unless you pour all your feats into Force Training. It makes for trigger happy Jedi, because all they can use is their 'saber.
I think, at the worst, if it looks like the Jedi are more powerful than the other PCs, it could be alleviated by giving the other PCs another free feat or talent.
| markofbane |
Here’s Mahath Kishion, a human Jedi. Starting wealth 3d4 ⇒ (2, 2, 1) = 5 x100 = 500 credits. He is going to be a more finesse Jedi rather than pure combatant.
Mahath Kishion
Destiny 1 Force Points 5 Dark Side 0
Medium Human Jedi 1
Init +3; Perception + 3
Languages Basic
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Defenses Reflex 14, Will 14, Fortitude 13
Hit Points 31; Threshold 13
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Spd 6 squares
Melee Lightsaber (+1, 2d8), unarmed (+1, 1d6)
Ranged n/a
Base Attack +1; Grapple +
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Abilities STR 10 DEX 14 CON 12 INT 10 WIS 15 CHA 13
Talents: Deflect.
Feats Force Sensitivity, Weapon Proficiency (lightsabers), Weapon Proficiencies (simple weapons), Skill Focus (Use the Force), Martial Arts I.
Skills (3 trained skills) Acrobatics +8, Endurance +7, Use the Force +13
Possessions: Lighsaber ( 1kg) in concealed sheathe (.2 kg), Short Range Comlink (.1 kg), Credit Chip (.1 kg), Medpac (1 kg), Ration Packs (4, .4 kg). Credits on chip: 205.
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Experience 0
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Appearance Somewhat short and slight for a Jedi, Mahath is a young human with dark hair and eyes. He is dressed in somewhat primitive garb (plant based fabrics with some animal hide) and looks impoverished.
Background Mahath was a young padawan from the lowest levels of Coruscant. When he was found by a passing Jedi, he was a malnourished orphan. He was old for Jedi training, but the council had no way of knowing. His age was as unknown as his parents, and he was small for his age. The Jedi who found him passed him off to another, then to training in the school. When he finally was assigned a Jedi Knight to serve as a padawan, he really didn’t recall much beyond his time with the esteemed group. He was eager to get into the Clone Wars and make a difference.
He and his master were on a small nameless moon they thought was uninhabited, investigating a lost ship thought to have crashed there. Some natives showed them where the remains had sunk into the swamp and they investigated. While doing so, his master became pained. When he asked about it, his master dismissed it as a passing ailment. Shortly after that, Mahath began to fill sick himself. After several days with a terrible fever and shakes, his master told him he was going to leave him with the natives while he went back for help. The clone soldiers were just in orbit, and he could get assistance quickly. Mahath didn’t know why his master would lie to him like that, but he had no choice but to obey.
Strangely, his master lowered their craft’s escape pod to the ground before leaving. Mahath watched. He could see the silver speck of his master’s craft approaching the larger frigate in low orbit. His master’s voice came across his comlink, broken up with interference. ”We are ready to dock. Nothing to be recovered below.” Again, Mahath didn’t understand the lie. We? His master was alone on the craft… Before he could bring up his comlink to ask, the silver speck of his master’s ship erupted as a tiny flare of light, then was gone. Mahath could feel his death in the Force instantly.
He started to call the clone soldiers on his comlink, but the natives stopped him. They gave him a holochip left by his master. The hologram of his master explained that he’d felt Order 66 being executed, and a Jedi Master had warned him of what was happening through the Force. He knew the clones were waiting for them to come away from the planet, so he sacrificed himself. He left the pod behind, preprogrammed to take Mahath into a nearby shipping lane when he was recovered from the fever.
Mahath grieved and eventually recovered. The natives gave him new clothing, food and water to take with him. The pod launched and took him away as expected. When the engine cut out, Mahath was left floating in space. He didn’t know how much time passed, only that he went through all of the supplies he had. Eventually, a scavenger ship picked him up and agreed to drop him at a space port in exchange for the pod. Since then, Mahath has worked odd jobs, staying out of the attention of the Empire and moving from planet to planet looking for other survivors.
| jemstone |
If anything, the addition and changes to the Jedi Force Powers Suite actually balances the Jedi against the other classes and the Jedi-themed adversaries. If you examine the write-ups for anti-Jedi adversaries, you'll find that they're actually built with an eye toward a Jedi that has a large number of available Force Powers and a large Force Powers Suite - even at low levels.
I very strongly suspect that the rules originally - or "ideally" - would have had Jedi getting Force Training at the beginning of play as part of their Class. They are the only class that does not begin with the necessary Feats and talents to do all of their cool tricks or adequately face their Class-based adversaries. Before we changed up the rules, the party Soldier and Noble were both consistently handling the Jedi's trademark roles (combat and diplomacy) better, and were actually more adept at taking down enemy Force-Users than the Jedi.
On reflection, I strongly suspect that WOTC took Force Training out of the class as a "balancing act" and over compensated with the other Classes. Once we twiddled the rules a bit, the Jedi were suddenly able to do what they needed to do without burning every last one of their Feats just to jump higher more than once per encounter.
Just my two Daktari. :)
Tarlane
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There were some standards for the RPGA version of dawn of defiance(doesn't need to be used, but it gives some good build info). It mentions destinies. The only ones that are pointed out explicitly in the adventure are destruction, discovery, or rescue.
However, Devian, someone on the gleemax forums had put together a really nifty document that added champion and redemption, and also put more events together for the other destinies so each one has an opportunity to trigger about once a book(by the original adventure, some trigger often, some have a lot of space between them)
Here is a link to a folder with some info in it, most of it is for the DM, but the RPGA standards for this campaign is in there too and may give the others an idea of expectations.