Interest Check - Star Wars SAGA - Legacy Era Adventure


Recruitment

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An Arkanian? NICE!!


Very nice indeed.

May I suggest a use of battle strike in your suite as well? I find it to be a good go-to power.


Still hanging around waiting to see how everything shapes up...


Taras Vaskor:

I may be wrong, but I think you have used 26 points for the ability scores. If you have put the increases at 4th and 8th level at Dexterity and Wisdom, it seems like so:

Str 8 -> 10: 2 points
Dex 8 -> 14: 6 points (+2 racial +2 level = 18)
Con 8 -> 12: 4 points (-2 racial = 10)
Int 8 -> 12: 4 points
Wis 8 -> 14: 6 points (+2 level = 16)
Cha 8 -> 12: 4 points

Defenses should be Fortitude 21, Reflex 24 (flat-footed 20) and Will 23 (10 +8 heroic level +2 SA +relevant ability modifier). Thus Threshold should be 21 (equal to Fortitude).

Feats, Talents and Skills seem fine.

Force Powers also seem fine.

Languages should total three (Arkanian and Basic from race +1 from Int).

Nothing else I can think of (certain things may change if I have calculated the point buy correctly and you have used 1 point more, which you would need to subtract from one of the abilities).


Phntm888 wrote:

Very nice indeed.

May I suggest a use of battle strike in your suite as well? I find it to be a good go-to power.

What does battle strike do? Not any where near my books.


Thanks for the double check, Castor! You're right--I went back and forth on a few choices throughout the process, and forgot to drop Strength back down to 9. I think the Defenses you listed are right other than Fortitude; I'm only seeing 20 (10+8 level+2 class).

Also forgot to add back in another language; Taras now speaks Huttese.

As for battle strike (which, for Quen Pah, gives you a +1 bonus on attack roll and an increasing bonus on damage roll for your next attack), I considered it, but I ended up going with some other choices. I have a lot of powers that give me more damage output. My basic plan would be dark raging with a Force Point to get a boost to attack and damage throughout the encounter, and then using stuff like saber swarm to ramp up damage when it's important. I may swap something out to pick up one battle strike for just in case, but I think the extra attack at full damage is more worth it in most cases.


Fair enough. I always use surge, battle strike, and move object as my base Force Powers, since they form a good, strong core of powers. Then I specialize on top of that.


Battle strike wouldn't do me all that good lol.


Loup Blanc wrote:
Thanks for the double check, Castor! You're right--I went back and forth on a few choices throughout the process, and forgot to drop Strength back down to 9. I think the Defenses you listed are right other than Fortitude; I'm only seeing 20 (10+8 level+2 class

Yap, you are right about Fortitude. No idea why I thought your Constitution was 12...


Spaz and JD will have character ready by the 25th.

That target date should still be a good one for me.

Everyone who has completed a character can dot into the Gameplay thread. If you are not a part of Roan Fel's Empire though make sure you delete that post. This will place you on the Character/Player Roster.

The GAMEPLAY THREAD is for Roan Fel.

The DISCUSSION THREAD is for the Sith.

The RECRUITMENT THREAD is for Jedi.

This way I can run all three games managing just one linked Thread. All OOC discussions should be marked as OOC within your own thread.

Looking forward to starting!


Posted in all three, then deleted two of them.

GM I took the standard droid stat array when I did ability scores. I am fine using that. Simple.


AJTD1: "AJ" tutoring droid 1 wrote:

Posted in all three, then deleted two of them.

GM I took the standard droid stat array when I did ability scores. I am fine using that. Simple.

Sounds good.


Sounds good. Do you want us to begin interaction with however is here?


Gamemaster the Living Force wrote:

The Gameplay Thread

The Gameplay Thread will be for characters working on behalf of Roan Fel's Empire in Exile.

The Discussion thread will be for characters working on behalf of the Sith Empire.

The Recruitment Thread will be for character working on behalf of the Jedi Order.

This will keep thread maintenance easier for me as GM.

It will also allow you all to move between threads as necessary a bit easier without having thread clutter.

Any OOC Discussion within each thread just Spoil so there will not be OOC cluttering up Gameplay.

Let's finalize character creation here then once characters are done you can dot the thread.

Use the link. Post in all three threads, but delete the two that you will not be in.


How are to interact with other groups, if necessary?


Caleb should be finished, though I do have to come up with at least a basic background and also finalize his equipment and gear.

Other than that, I have dotted all three threads, deleting the posts afterwards. If I may make a couple of requests?

Firstly, could the kindly GM remove the F. Castor alias/profile from the Current Characters roster? I made a post under it by mistake.

Secondly, could we perhaps not clutter the threads with OOC posts, or at the very least the Recruitment thread (as it serves as the gameplay thread for the Jedi Order)? We still have this one to talk before the game(s) proper begin and afterwards we can keep the OOC talk under spoilers seeing as how there is no actual OOC thread due to the way this game will be played. Just a pet peeve of mine...


Any further ideas about how we'll be handling group funds/ship allowance? At Max Starting Credits x3, each group of four is likely to have about 36,000 credits (assuming four soldiers/scouts/scoundrels, less if jedi-heavy). That's enough to buy a used, bottom-tier freighter with no or minimal modifications: a used YT-1300 with no shields is 25,000 credits, and combat thrusters (basically required for starship combat) cost 10,000 to add.

If each group instead received Max Starting Creds x5, we'd be looking at group pools of about 60,000, which is enough for a mid-range transport (several go for about 45,000 used) with a modification or two so they're not flying death traps.

Beyond that, additional funds might allow groups to branch out into a scout ship or individual starfighters, if anyone wants to go that direction. Personally, I'd be happy with a freighter per group, as long as we can at least afford some shields, thrusters, etc.


It would be DM fiat, but in my history I was supposed to take a ship belonging to a noble family on a mission. That ship was likely mothballed on the same planet I was.....


We rolling gear and timesing by 5 personal a 3 for ship, ya?

credits: 3d4 ⇒ (1, 4, 4) = 9 6,750 (to ship?) 11,250 (personal) or was it max?


Max, so 15,000 personal and 9,000 to group, although I'm hoping we can convince the GM to up the latter a bit.


I'll have to go over gear in a bit. Never actually had to kit out a reasonably high level SW character before, anything I should be sure to pick up?


Field Kit, Utility Belt, good weapons, some of those really nifty gadgets you normally wouldn't buy but have money lying around to do so with, grenades might be useful. Since all books are available and you made an infiltrator, you might want a Stealth Field Generator from the KOTOR book.


I will go over the Credits situation this weekend as I begin to prepare the thread for Gameplay. Work has been very busy and I had to go to a dinner party tonight so that killed my evening :-)

RPG Superstar Season 9 Top 32

Gamemaster the Living Force wrote:
I will go over the Credits situation this weekend as I begin to prepare the thread for Gameplay. Work has been very busy and I had to go to a dinner party tonight so that killed my evening :-)

Instead of assigning a figure, perhaps it would be better to simply assign the ships themselves? That way you have control of which ones people get, and can balance them based on how you see fit.

After all, I can always hope for a good ship to make a decent diplomatic impression in, rather than a run-down century old YT-1300. :P


Curtisin wrote:
Gamemaster the Living Force wrote:
I will go over the Credits situation this weekend as I begin to prepare the thread for Gameplay. Work has been very busy and I had to go to a dinner party tonight so that killed my evening :-)

Instead of assigning a figure, perhaps it would be better to simply assign the ships themselves? That way you have control of which ones people get, and can balance them based on how you see fit.

After all, I can always hope for a good ship to make a decent diplomatic impression in, rather than a run-down century old YT-1300. :P

Watch yourself, Knight. Some of us have been waiting for days to go starship shopping. ;)

Would you rather go flitting around the galaxy in some underpowered, overpriced chrome bathtub, or blast those Sith lowlifes and idealistic Jedi from a souped-up hot rod sporting fire-linked quadlasers? This is where we separate the real women from the girls.


I'd prefer a Predator fighter or a vintage TIE Defender.

Hey, a woman can dream, right?

Though I prefer facing my enemies face-to-face.


Yeah, I'm afraid individual fighters may be outside the realm of affordability, and not everyone will be a passable pilot. But between the four people on our team, we could cover all the bases (pilot, gunners, shield operator) to handle a well-equipped transport. I've got some ideas ...


Not sure but I think each faction has a passable pilot.


K. Some random stuff.

Gender, Male:even, female:odd: 1d100 ⇒ 50 Male

Hit points
1d8 ⇒ 1 reroll 1d8 ⇒ 8
1d10 ⇒ 9
1d10 ⇒ 6
1d10 ⇒ 7
1d10 ⇒ 6
1d10 ⇒ 6
1d10 ⇒ 1 reroll 1d10 ⇒ 9


Are we allowed to add the various traits (in my case, either the Superior Accuracy or the Superior Damage weapon trait, with the weapon in question being Caleb's lightsaber) from the Superior Tech feat in the Scum and Villainy book? At the appropriate cost of course (the cost being 4000 credits in this case, as Caleb does not have the feat and would need to "purchase" the trait/modification, or in other words pay someone else to do the job).

And if yes, which would you suggest? I am leaning towards accuracy myself to make up for the scoundrel level, not to mention that in order for a hit to cause damage, it kinda needs to land first.


I am going to wait and see on the idea of "dedicated" pilot. Depends on how the game goes.....


Finishing up my sheet, just need to re-roll my HP because I changed up the classes and such.

Scout HP: 1d8 ⇒ 6
Scout HP: 1d8 ⇒ 2
Scout HP: 1d8 ⇒ 7
Scout HP: 1d8 ⇒ 2
Soldier HP: 1d10 ⇒ 5
Soldier HP: 1d10 ⇒ 8
Assassin HP: 1d10 ⇒ 5

That was... less than stellar. Oh well. That gives me 59, unless I take Toughness or something.


F. Castor wrote:

Are we allowed to add the various traits (in my case, either the Superior Accuracy or the Superior Damage weapon trait, with the weapon in question being Caleb's lightsaber) from the Superior Tech feat in the Scum and Villainy book? At the appropriate cost of course (the cost being 4000 credits in this case, as Caleb does not have the feat and would need to "purchase" the trait/modification, or in other words pay someone else to do the job).

And if yes, which would you suggest? I am leaning towards accuracy myself to make up for the scoundrel level, not to mention that in order for a hit to cause damage, it kinda needs to land first.

Yes go ahead.

Agreed accuracy is better, need to hit or the amount of damage does not matter!

Tough day shoveling today waaaay behind where I wanted to be in the game plannig :-(


Spazmodeus:

Is it Noss Varra or Voss Narra? You seem to have both. :-P

Far as I can tell from your hit point rolls, your 1st level is Noble.

Destiny is not used, at least not yet. Also, your Dark Side score should be 1/2 starting level (so 4) + 1d6.

Ability scores are fine, except you seem to have spent only 24 points. Thus you have 1 more point to spend.
Str 10: 8 -> 10 (2 points)
Dex 18: 8 -> 16 (10 points) +1 at 4th level +1 at 8th level
Con 12: 8 -> 12 (4 points)
Int 10: 8 -> 10 (2 points)
Wis 16: 8 -> 14 (6 points) +1 at 4th level +1 at 8th level
Cha 8: 8 -> 8 (0 points)

Hit points should be 77. Flat-footed Reflex should be 20.

Attacks should be as follows.
With self-made lightsaber (improved accuracy): +13 and damage is 2d8+6 (if Weapon Focus is taken; if not, then +12 and damage is 2d8+4 as Weapon Specialization is not valid).
With captured lightsaber (improved accuracy): +12 and damage is 2d8+6 (if Weapon Focus is taken; if not, then +11 and damage is 2d8+4 as Weapon Specialization is not valid).
With self-made lightsaber (improved accuracy) and captured lightsaber (improved accuracy): +11 and damage is 2d8+6 and +10 and damage is 2d8+6 respectively (if Weapon Focus is taken; if not, then +10 and damage is 2d8+4 and +9 and damage is 2d8+4 respectively as Weapon Specialization is not valid).

Trained skills should be 8 in total (6 noble +1 human +1 GM bonus). I am reading Deception, Initiative, Perception, Persuasion, Stealth, Use Computer and Use the Force, so 7, so you are missing one. Also, seeing as how Stealth is not among the Noble's skills, you cannot have it trained without taking the Skill Training feat. Unless of course the GM bonus trained skill can be taken at any level and with any skill granted by the classes a character has.

Feats should be 7 in total (3 from heroic level +1 human +2 bonus Jedi). I am seeing only 5 (Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training, Weapon Finesse). I am guessing you took Force Sensitivity at 1st level and you chose Weapon Proficiency (Lightsabers) when you took your 1st Jedi level. That leaves you with two more feats to choose, one of which must be Weapon Focus (Lightsabers), since it is a prerequisite for the Weapon Specialization (Lightsabers) talent.

Talents should total 6 (1 from Noble, 1 from Scout, 3 from Jedi, 1 from Sith Apprentice). From what I can tell you are missing your Scout talent.

Force powers should be 4 in total (Force Training grants a number of Force powers equal to 1 + Wisdom modifier). I see only 3, unless one of them is taken twice. If not, you have one more to choose.


Jedi and GM only

Spoiler:
Although I looked at taking a level as Ace pilot in my build, I did not, I was thinking that perhaps next level after I gain some experience in piloting. I think I could trade out the droid talent target acquisition for one of the pilot talents....

Let me know what you think.


Makes sense to me AJTD1.


Spaceships of the Galaxy is the sourcebook from which I will lift the spaceships that I will be grating to you at no cost.

Extra group resources as discussed can be used to outfit the ships as you see fit or purchase a second if you are so inclined:

The Jedi:
You will be utilizing a Dynamic Class Freighter + a bonus 30,000 credits for upgrades. See P. 80.

The Sith:
You will be utilizing the Sith Infiltrator, the very same one once utilized by Darth Maul... see P. 128.

The Galactic Imperials:
You will be utilizing the Ghtroc 720 Freighter + a bonus 20,000 credits for upgrades. P. 88.

Game will start tomorrow night likely late as a lot of the work I wanted to this weekend just did not get done.


So, we still get (Max Starting Credits x3 per group member) in group resources, in addition to the ship?

Second question: Can we sell the Ghtroc, or use the 20k in upgrades on something else? Going back to the D6 days, I hate that ugly flying turtle more than about any other ship in the galaxy ...


Errin Khass wrote:

So, we still get (Max Starting Credits x3 per group member) in group resources, in addition to the ship?

Second question: Can we sell the Ghtroc, or use the 20k in upgrades on something else? Going back to the D6 days, I hate that ugly flying turtle more than about any other ship in the galaxy ...

Yes and Yes.


Just a heads up, but I should finally finsh my character and his equipment tomorrow.


F. Castor wrote:
Just a heads up, but I should finally finish my character and his equipment tomorrow.

Sounds good.

I am trying to have the initial posts up tonight for each faction.


Mine's just about done, but I ended up being a Scoundrel after all, so now I have to re-roll hit points... again.

Scoundrel HP: 1d6 ⇒ 3
Scoundrel HP: 1d6 ⇒ 5
Scoundrel HP: 1d6 ⇒ 5
Scoundrel HP: 1d6 ⇒ 5


I am rolling out the Live Game as we speak.

Ignore the Death Star... you will see what I mean soon enough.

Please refrain from checking threads that are not your threads in Gameplay.

This Thread is Officially CLOSED.

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