| Rednal |
I don't have much else to say until I know what I can do with my build. XD
Argument For: Force-deflection of attacks has a fair bit of canon support, is highly thematic, and let's be honest here, few Pathfinder games are horribly ruined by characters being better at not dying. Also, we could probably accomplish something quite similar by picking up a Personal Energy Shield [Ring of Force Shield?] to use, so what's really happening is pretty much "paying a talent instead of GP to get a shield".
Argument Against: The Shield sphere generally requires an actual physical/energy shield instead of simply being able to get a Shield bonus. It would definitely be a change from the official rules if it were allowed. Also, some Shield talents require specific types of shields for use, so the interaction there would be a bit poor.
| Rednal |
Yeah, but I don't get more casting talents for a little while, and as a squishy martial, I'm trying to get my defense up early. (Unlike other hybrid classes, the Sage doesn't actually get the casting class feature, nor do they get the two bonus talents casters normally get. I've got exactly one magic talent to work with right now, which is the lowest of any spherecasting class.)
...
Also, and this is the real reason, I just like the cinematics better if they can do it bare-handed. XD
| SynchroniciticallyChallenged |
In addition to the shields I sent you earlier today, Terrigan, I had an idea about a special function or class of shield based upon the "Quickdraw shield." You could opt to buy a light, heavy, or riot shield the size of a small buckler which houses circuitry and hardware that (with a swift action) generates a force field in the desired shape and size. It would act in all ways like and ordinary shield, but it would be significantly lighter, more portable, easily hidden... etc. Food for thought. Although it would likely be disgustingly expensive.
You could even program it with concave, convex, and flat settings, though the application of that in a functional game play sense would be something else to work on.
Sapiens
|
So, I've chosen a name (Vadi Sarnassi) for my Twi'lek and written some basic fluff. She doesn't yet know of her Force Powers, she believes that they are just natural persuasive capabilities. Also, she'll start working as a debt slave to Saasha's character.
Many a Twi'lek find a career as a dancer as a way to earn enough credits to feed themselves, but Vadi found disgust in that. Instead, she turned to gambling, stalking the pazaak tables, using guile and charm both to relieve the unwary players of their cash. But luck turns as the tide, so she found herself into debt, and from debt to indentured servitude, at the service of [SAASHA'S CHARACTER]. Her situation, however, was not as bad as it looked: he wasn't looking for a slave, but an enforcer and a diplomat, collecting money and negotiating deals. And Vadi discovered an attitude even beyond that of any Twi'lek towards twisting minds and charming targets. Cunning words and an intense look could persuade even the most stubborn and reluctant thug, whispered suggestions taking hold. Taking food and lodging out of her meager pay, it would take a lifetime to earn her way out of indentured servitude, but in the meantime life wasn't so bad, and she had many chances to embezzle a few credits here and there...
| Syrus Terrigan |
Sapiens! :)
1) Glad to hear from you.
2) I like what you outlined.
3) But: "Whoa. Full stop." While a matter of indentured servitude to work off debt is consistent with precedents set in good literature (ever my aim!) and this particular setting, I'm going to move that we shift that hook elsewhere. I have no problem incorporating that kind of content in my games, but I have found it entirely too easy for such a situation to go toxic, based upon past experience. To be clear: I'm not even remotely hinting that Saashaa would leverage that narrative hook in an unseemly fashion; however, that degree of potential infringement is something I would prefer we dodge altogether, at least between players. I think we can find another way to implement that -- that's a burden I think I should bear, solely.
While it would serve to build a strong, meaningful connection between two characters, which is always a good thing for roleplaying purposes, I think it will be better to break that part of the chain and find another link upon which to connect it.
FULL DISCLOSURE: I wanted to make sure I addressed this directly, clearly, and quickly so as to minimize any potential fuss -- sometimes even the suggestion of untoward potentialities has led to grief here on the boards.
Sapiens
|
Ah, alright, I'd talked about this with him. I can easily get myself tied to another, less pleasant mobster, and possibly fry his mind with my Eliciter powers early into the adventure, once she understands their scope.
I'll build crunch soon-ish, it should be pretty straightforward. And I'll likely sacrifice feats for Adept martial training. No Martial Proficiencies, sadly.
| Syrus Terrigan |
It *did* sound like there was some discussion involved, but I wasn't 100% sure.
I hope I haven't overreacted here. I'm not interested in ruling out interesting lines of play -- not at all! I'm not a "full regalia SJW", or anything; I've just seen a similar scenario go from "cool narrative tension" to "What the fork, dude?!" in the time between heartbeats. Twice. Between friends of decades.
(And I'm not talking about "Epic fail, bro." moments. Or tactical liabilities. Or story-based means of dismissing a 'failed' character. I'm talking about established campaigns getting scrapped and friendships hitting some bad times. Granted, that speaks more to the character of the individuals involved than anything else. I cast no aspersions here -- I just don't like wreckage being more of the game than just "background furnishings".)
That kinda thing makes me nervy.
I'm willing to allow it, on two conditions:
1) No one else raises any vehement objections.
2) I get sold a story by both Saashaa and Sapiens. Shoot me a PM each, chock-full of all the relevant elements (narrative *and* metagame), so I can get a grasp of what you two have been conspiring. :)
For the record: I believe this *can* be implemented -- and well! --, but I want to head off inter-player strife wherever possible. For all our player candidates.
Saashaa
|
I understand your concern wholeheartedly. My approach when having such a relationship between characters is never a dictation of actions. It seems pointless for one to make a character and not be allowed to play it. My priorities in RPGs is #1 players fun/enjoyment, #2 story...
I admittedly am still interested in this link, though should there be vehement opposal am more than happy to concede.
p.s. I'm gonna try to get my character named soon.
| Rednal |
For what it's worth, I don't really mind such things as long as everyone involved is on the same page when it comes to the goal of such interactions and how they should be portrayed. ^^
...
I mean, my character's from a heavily gender-biased society that grows to eventually treat men more as second-class citizens. o_O I'm not planning to make a big deal of it, in part because this is early Hapes and the culture isn't nearly as established as it would be around the movie times, and it's not something I personally support... but I do think it's possible for a roleplay to represent cultures that the players themselves may not agree with as long as it doesn't progress to actually making people uncomfortable. And that's usually more a problem with the player than with the character. The point is to have fun, after all.
(Rhea, for example, isn't going to go around all "Bah, male scum! D<". It might never even come up. She certainly has no problem working with men, but probably wouldn't accept a guy trying to get into a position of significant power over her since her culture is so deeply matriarchal. And even then, that would apply mainly to humans, since she's more likely to treat non-humans the same regardless of gender.)
| Syrus Terrigan |
Rednal --
Shield-less Shield sphere:
I like the cinematic angle this idea promotes, but I've still got some hefty reservations about it. The fact that it calls for spending AoOs (or martial focus) in order to function does a lot to soothe my misgivings.
You've already pointed toward Vader's prowess as inspiration and objective . . . . I want to dig a little deeper here in terms of fighting style: is Rhea gonna be a "one-hand-free" kind of gal? You've implied the Somatic Casting drawback is part of your build . . . .
The bare minimum is this question: is it too unbalancing (if at all) to allow a talent to provide for a sliding AC bonus (ranging from +2 up to +7) via AoO-expenditure, without the requisite item?
(I know I'm repeating stuff. It helps me process and iterate the data.)
By itself? No -- not that big a deal, at all, really.
How deep in Shield are you planning to go? And how soon?
'Cause I'm thinking it's going to be just fine.
| Rednal |
I think it would be more appropriate to call Rhea a "both hands free" kind of gal. (Right now, she took Somatic Casting twice - so she basically can't wear armor or hold a shield. XD) I actually went pretty heavy on the drawbacks, mostly as a way of representing that she IS inferior to most Force users and needs to put more effort into her (very narrow range of) talents to get them to function.
I haven't decided precisely how deep I'd like to go, but I'm looking at eventually getting the Redirecting Shield (deflect) and Interposing Shield talents. I don't see anything else from the Shield sphere I really want for her.
Those may take a little while, though, because she's fairly combat-oriented at the moment and I'd like to get her some plot-y, out-of-combat ways of helping people. Not every problem can be solved by sending a shockwave through it. XD I was going to give her a Combat Form power from her class at second level, but now I think might delay that until at least 4th level and pick up a mental boost that can help allies succeed on skill checks and such instead.
As far as AoO's go, I'm planning to pick up a trait that gives Rhea one more AoO per-turn, and I don't expect to pick up Combat Reflexes (or an equivalent) for quite some time. In the practical sense, that gives her better defense against two attacks per-turn, but more blows than that and people can overwhelm her. (Which could be nasty, given her d6 HP... I'm fairly likely to pick up the Berserker sphere for that Temporary HP power at some point.)
| Syrus Terrigan |
Well, I think we're getting a step closer to sorting out blaster bolt deflection, if nothing else . . . . And the Active Defense ability has some perfectly reasonable applications to lightsaber combat . . . .
But, *do know* that shields are still a thing -- whether Force-, forcefield-, or manufacturing-based.
We'll run with it, and see how it goes. But that's a +0 shield bonus to AC without one actually equipped, of course.
I can see a quest in Rhea's future, to make that gemstone ring resonate more deeply with her Force potential . . . . :)
| Syrus Terrigan |
And all this has pulled me back around to deliberations concerning the lightsaber forms . . . .
A martial tradition for each of the seven?
1) Shii-Cho -- ???
2) Makashi -- Fencing
3) Soresu -- Guardian/Shield
4) Ataru -- ???
5) Shien -- Duelist
6) Niman -- ???
7) Juyo -- Berserker
It strikes me as somewhat reasonable, plays well with the rules already in place, allows for the various "flavors" of lightsaber combat to be readily integrated . . . .
Stagger the unlocks based upon BAB progression of our various Force-sensitive representations?
I absolutely *love* this project. Especially for its challenges.
| Syrus Terrigan |
Niman -- Warleader (the Diplomat's Form!)
Ataru -- Athletics (could be argued, considering the Windu/Kenobi exchange in Stover's novelization of III about Yoda's use of it to overcome the limitations of his reduced reach/mobility)
Shii-Cho -- maybe Guardian *here*, leave "active defense" to the Soresu practitioners . . . .
| Rednal |
Yup. Honestly, just slapping on a ring/bracelet/whatever to generate a personal shield is probably the easiest way of getting good interactions with the rule system. XD As I mentioned above, most of what I'm doing would essentially be spending a more limited resource (combat talents vs money) for, essentially, rule-of-cool reasons.
As for Lightsaber styles, hmm... yeah, a martial tradition for each "form" makes a lot of sense. You could also impose a mechanical limit on it and say that Legendary Talents can only be used by lightsaber users who have the proper associated form (or are gained at certain levels, or can have prerequisites ignored, or something). Maybe allow them otherwise on a case-by-case basis? This would give each form a unique benefit and help tilt people towards a certain style, rather than a generic spread of talents.
| Rednal |
Aaaaaaand here's my character sheet, for better evaluation. XD I decided to spread out a bit with her martial tradition (since the Feat Tax rules got rid of the need for Finesse training), and it was set up as Alchemy Sphere (Formulae+Salve as a bonus), Berserker Sphere, Equipment: Balanced Defense, and Shield Sphere.
Combat-wise, she mostly uses a touch attack (nominally +3 accuracy, but really +4 because of a self-buff she'll have up as often as possible) that does an average of 7 damage per odd level, which is appropriate math-wise. She can buff it a bit (by 1d6 more damage per even level, minimum 1d6) by spending ki points, her main resource, though she tries to avoid that. She has an AC of 18 (going up to 20 with her shield powers, and back down to 18 if she uses the Berserker sphere for bonus HP). The Destruction sphere is half her damage, and doesn't provoke AoO's thanks to some talents and feats she has.
Drawbacks include somatic casting (twice), magical signs (it's obvious when she uses force/ki powers), and focus casting (her story ring).
Outside of combat, she has the Salve formulae from the Alchemy sphere, so she can do pretty good healing if given sufficient time (30 minutes per-attempt). She also has a weak in-combat healing with her Force Pulse, but that can't raise people above half health.
Female human sage 1
NG Medium humanoid (human)
Init +3; Senses Perception +8, Concentration: +5/+9 Defensive
Resources:
. . AoO's: 2/2 (per-round)
. . Ki Pool: 6/6 (per-day)
. . Meditation Dice: 1/1 (per 1-hour rest)
. . Salve: 5/5 (per target per day)
--------------------
Defense
--------------------
AC 18, touch 17, flat-footed 15 (+3 Dex, +1 shield, +4 untyped bonus)
hp 7 (1d6+1)
Fort +2, Ref +5, Will +6; +1 trait bonus vs. charm and compulsion effects
Defensive Abilities ac bonus (+4), shield: active defense (+2)
Weaknesses destructive touch, focus casting, magical signs, shape focus, somatic casting, somatic casting
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Offense
--------------------
Speed 30 ft.
Melee destructive blast +3 touch (1d6 S/B/P) or
. . force pulse (chi gong) +3 touch (1d6 (P) + 1d6 (S/B/P))
. . Situational: Stone Blast effect ignores most anti-magic. Flavored as expert control of her Force strikes.
Special Attacks bers.: brutal strike, force pulse (chi gong)
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Statistics
--------------------
Str 10, Dex 16, Con 10, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +3; CMD 17
Feats Agile Maneuvers, Combat Casting, Extra Magic Talent, Melee Blaster, Simple Weapon Proficiency - All
Traits Sharp Reflexes, Veiled Disciple
Skills Bluff +0 (+1 to pass secret messages), Craft (alchemy) +4, Diplomacy +4, Knowledge (history) +4, Linguistics +1, Perception +8, Profession (Hapan Intelligence) +8
Languages Basic, Hapan
SQ alc. formulae: salve (craft dc 15/1d8+4/5 uses), alchemy sphere, alchemy: formulae package (max: 2 at a time), attacks of opportunity (2/round), bers.: berserking (-2 ac/+3 hp), berserker sphere, casting, destructive blast, energy blade, equipment: balanced defense (+1), esoteric training: enhancer (+2 | 4 rounds), ki pool (6 points), meditation (1d6), shield sphere, stone blast, style talent
Other Gear focus ring (rainbow gem of gallinore)
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Special Abilities
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AC Bonus (+4) (Ex) When unarmored and unencumbered, the sage adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a sage gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four sage levels thereafter, up to a maximum of +5 at 20th level.
Agile Maneuvers Use DEX instead of STR for CMB
Alc. Formulae: Salve (Craft DC 15/1d8+4/5 uses per creature per day) (Ex) You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier. You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier. You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.
Alchemy Sphere (Ex) Training in the Alchemy combat sphere teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects. When you gain the Alchemy sphere, you gain 5 ranks in the Craft (alchemy) skill, plus 5 ranks per additional talent spent in the Alchemy sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. You also gain your choice of the Formulae or Poison packages. (Chose: Formulae)
Alchemy: Formulae Package (Max: 2 at a time) (Ex) Some Alchemy talents have the (formulae) descriptor; these are improved or original versions of alchemical items you can only create once you’ve learned the talent. All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot prepare more formulae at one time than a number equal to 1/2 your ranks in Craft (alchemy) (minimum 1) + the number of formulae talents you possess. For every 4 ranks in Craft (alchemy) you possess, you may craft 1 additional formulae as part of the same 30/15 minute time period. Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half. Because formulae are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 10 Appraise) to recognize the unstable and impermanent nature of these items so typically they have no monetary value; a potential buyer who fails their Appraise check assumes they are a standard item of their type (if applicable), or as a mundane item worth no more than 10 gp. In addition, the overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC. When you first gain this package, you may learn any one (formulae) talent you qualify for. [Chosen: Salve]
Attacks of Opportunity (2/round) (Ex) This is the number of Attacks of Opportunity you can make each round.
Bers.: Berserking (-2 AC/+3 HP) (Ex) As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.
Bers.: Brutal Strike (Ex) As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.
Berserker Sphere (Ex) Berserkers are indomitable warriors with boundless reservoirs of endurance and unmatched destructive potential. Practitioners of the Berserker sphere gain the Berserking and Brutal Strike abilities.
Casting (CL 1, MSB +1, MSD 12, Concentration +5, DC 14) You can cast sphere effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Destruction: Destructive Blast 1d6 Ranged or melee touch attack deals 1d6 damage
Destruction: Energy Blade Add your destructive blast to a weapon attack
Destructive Touch You may only make a destructive blast as a melee touch attack
Equipment: Balanced Defense (+1) (Ex) While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, making more than one natural attack on your turn, or using abilities such as a monk’s flurry of blows or a magus’ spell combat suppresses this bonus until the start of your next turn.
Esoteric Training: Enhancer (+2 | 4 rounds) (Su) The sage learns to reinforce his or an ally’s body with ki, granting increased strength, speed, and endurance. As a swift action, the sage may grant himself or an ally within his reach a +2 bonus to either their Strength, Dexterity, or Constitution score for a number of rounds equal to the sage’s Wisdom modifier, or for 1 minute if the sage spends a ki point when activating the ability. At 3rd level and every 3 levels thereafter, the bonus granted by this ability increases by an additional +2. The sage may apply all of this bonus to a single physical ability score, or divide it in units of +2 between multiple physical ability scores; regardless of how the sage assigns this bonus, he cannot add more than +10 to a given ability score. Sages with this ability may take (enhance) talents from the Enhancement sphere without possessing the Enhancement base sphere and use them as a swift action, though they may only be used on creatures or items within sage’s reach and their effects last for a number of rounds equal to the sage’s Wisdom modifier, or for 1 minute if the sage spends a ki point when activating the ability. The save DC for (enhance) talents used in this way is 10 + 1/2 the sage’s class level + his Wisdom modifier. For every 4 class levels the sage possesses, he gains one (enhance) talent as a bonus talent.
Extra Magic Talent (Destruction) You gain a bonus magic talent.
Focus Casting (DC 20) You must make a concentration check to use magic without your focus item
Force Pulse (Chi Gong) (Su) At 1st level, the sage learns the chi gong technique, which allows him to wield his ki as a precise instrument, thrusting it into an opponent and disrupting their physiology or reinforcing a wounded ally. A sage’s chi gong is measured in d6’s: the sage begins with 1d6 chi gong, which increases by 1d6 at 3rd level and every 2 levels thereafter. The sage gains a melee touch attack that is treated as a light weapon and can be used whenever the sage could make an attack (such as during an attack action or attack of opportunity) dealing piercing damage to the opponent equal to his chi gong dice; the sage may also apply this bonus damage to his unarmed strikes or natural attacks. In addition, the sage can use this ability to heal a creature instead of damaging them by sealing their wounds together with ki as a move action, but this patchwork healing cannot restore a creature’s hit points above half their normal maximum.
Ki Pool (6 points) (Su) At 1st level, a sage gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a sage’s ki pool is equal to his sage level + his Wisdom modifier. By spending 1 point from his ki pool, a sage can increase his speed by 20 ft. for 1 round. Alternatively, he can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. Many esoteries and esoteric training packages require the sage to spend ki points to modify an effect; unless specifically stated otherwise, the sage cannot spend more ki points on an esotery or esoteric training ability than 1 + 1 per 5 class levels he possesses. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. [Calculation: Lvl + Wis Mod + 1 + 1 for every 1.5 levels, thanks to casting drawbacks]
Magical Signs Your use of magic is obvious to all observers
Meditation (1d6) (Ex) The sage can spend 1 hour in quiet contemplation to gather and reinforce his mental and spiritual energies in preparation for the task ahead. When the sage meditates in this manner, he gains a pool of bonus dice equal to 1/2 his class level (rounded down, minimum 1) that can be spent whenever he makes an ability check, skill check, or saving throw to add 1d6 to the roll. The sage can also use this ability whenever an opponent uses an ability which targets the sage’s CMD to add 1d6 to his CMD against the attempt. The sage cannot gain more bonus dice at one time than half his class level using this ability.
Melee Blaster Melee attacks with destructive blast do not provoke AoO
Shape Focus (Energy Blade) You may only make a destructive blast of a single shape.
Shield Sphere (Ex) Practitioners of the Shield sphere master shields, bucklers, and tower shields, leveraging more power and utility out of such equipment than most warriors ever dream of. All practitioners of the Shield sphere gain the Active Defense ability.
Shield: Active Defense (+2) (Ex) If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may expend your martial focus to use active defense in place of spending an attack of opportunity.
Somatic Casting x2 You must have at least 1 hand free to use magic, and may be susceptible to ASF
Stone Blast You may change the damage type of your destructive blast to slashing, piercing, and bludgeoning. A stone blast ignores spell resistance, spell turning, and can penetrate a globe of invulnerability, anti-magic field, or antimagic circle, and is not treated as a spell or magical effect for creatures or classes that gain a bonus to saving throws against magic. These stones disappear after 1 minute.
Style Talent (Ex) Every sage develops a unique combination of martial and mystical talents that form a unique and recognizable style. At 1st level and every 2 levels thereafter, the sage gains a bonus combat talent or magic talent of his choice. Sages who gain magic talents are treated as High-Casters when determining their caster level, use Wisdom as their casting ability modifier, and treat their ki pool as their spell pool when using magic spheres and talents. This does not grant the sage 2 bonus talents for gaining their first level in a casting class, though the sage may qualify for a casting tradition, applying any appropriate limitations to their ki powers (so a sage with a casting tradition that includes the Verbal Casting drawback would apply that limitation to all of their ki powers, not just those that use magic talents).
--------------------
Rhea Varn is a member of the Hapan Intelligence service, an organization serving under the Queen Mother to collect information useful to the cluster, remove particularly notable threats, and generally act as the cluster sees fit.
House Varn itself, to which Rhea belongs, is a prominent (but not ruling) family of Gallinore, and it's known for two things. First, the family has a long history of reverse-engineering technology to figure out how it works and how to produce Hapan variations. Second, it funds these through mining operations that have occasionally dug up rainbow gems (a rare, silicon-based lifeform native to Gallinore notable for its beauty and connection to the Force).
It was during a chance encounter with two gems being shipped that Rhea learned she was Force-sensitive enough to tap into a few minor powers. Picking up the gem for examination was enough to activate her abilities, and thorough testing by the family showed that she actually *needed* a catalyst to cast without extreme effort. After some consideration and weighing the relative values, the family set the gem into a ring for Rhea to wear.
(Rainbow gems had already been fairly costly, but the discovery that they were attuned to the Force - and thus capable of being used as lightsaber crystals, despite the Hapan dislike for Jedi - was one of the factors that would send their value drastically up over time.)
Over the next few years, Rhea underwent intense training with her family to master her abilities. Her power was never strong enough to let her simply concentrate and allow things to happen - she had to move her arms to use it at all, and she could only do so much with it. Even so, the gem on her hand tended to glow whenever she used serious power, making it hard to keep things secret.
The most notable manifestation of her power is her Force Pulse, which she can activate by touching a foe. She has more control over this than most of her powers, and can set it to trigger at several different levels. The low [Force Pulse] and medium [Force Pulse + Destructive Blast] settings can be done pretty much all day, but the high setting [Force Pulse + Empowered Destructive Blast] drains her energy, and she can only do it so many times each day. Rhea mostly avoids full-power strikes, preferring to push that energy into helping her dodge deadly attacks instead. Helpfully, regardless of power level, she's learned how to unleash her force pulse without putting herself at risk.
The low setting is also capable of healing people - to a point, and only when they're badly hurt. Rhea doesn't even pretend to understand this particular mystery of the Force, but she's grateful for it. However, said healing is less-effective than her training to gather materials and actually make healing salves for people, which usually ends up being her preferred method of taking care of them when she can spare the time.
Aside from these, Rhea is surprisingly capable at defense, and can use the Force to deflect attacks with her hands. She can also boost her endurance a bit, though the strain of doing so makes her a little more likely to be hit in the first place.
At the end of all this training, Rhea was dispatched to Hapes by her family for a position with Hapan Intelligence. Her primary job consists of going around the galaxy to locate useful technology and sending it back to her family for reverse-engineering. Hapes itself then buys the technology from her family for a tidy fee. (Hapan Intelligence would normally collect everything itself, but the Varn family's history of reverse-engineering stuff, and dedicated staff, mean that they're quite frankly better at it than the government. The family *does* want to be wealthier and more prominent, but they're nowhere near the throne, so the arrangement is mutually beneficial.)
Rhea has access to some funding from Hapan Intelligence - paid for in no small part by her family's sale of Rainbow Gems - in order to actually acquire technology. Her employer places strict limits on its use, however, and she can't draw on the funds for personal matters. [Translation: It's story only, and kicks in only when the GM permits.]
Personality-wise, Rhea is kind when circumstances allow her to be. She can be shrewd when bargaining, but she believes that staying on people's good side is the best way to continue benefiting from their relationship, so she tries to make sure other people always walk away feeling like they'd like to do business with her again. She finds it difficult to form truly close relationships with people from outside the Hapes Cluster - they can be friends, but she simply can't see them as "her people". This isn't usually a problem for her - when business is business, most people don't worry too much - but she can be a little off-putting if people try to pry too deeply into her personal life.
| Syrus Terrigan |
I've looked over the sheet at least twice, Rednal. I like it! (Strange-lookin' Hapan, though. :D)
Probably have another equipment post up within 24 hours. Astrogation check rules forthcoming, as well as Force Use check rules.
Synchro -- have you relayed that flavor text to Yoricks yet?
Saashaa -- gonna be sifting back through the Devaronian racial rules, should have an update on that tonight.
Saashaa/Sapiens -- any further word on that "indentured servitude" angle? Haven't heard from y'all via PM on that.
Harm's Way -- have you reached a decision regarding your starting gear conditions?
Avacyn restored -- will be getting you more hard data for your final draft no later than Sat AM.
Good stuff, folks! Read ya later!
| Hayden BeShawn |
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"I once read a discourse on privilege in my time at the Academy on Coruscant. It was written some hundreds of years ago by a man (a Jedi of the council) exiled and a fugitive from his home world of Jetarax minor, apparently for the crime of being force sensitive and unwilling to be confined to the secluded island upon which a lonely monastery stood. He came from a sociologically primitive culture in which his gift was misunderstood by the masses and exploited by those in power. He described the island upon which his brethren in the Force spent their years as a prison and a larder, it's inhabitants forced to task daily in the making of instruments of war, and in saying sooth for the masters of the world.
"The book was boorish and lengthy, but he made some excellent points that have stuck to my mind like an embarrassing moment from childhood. He concluded that privilege means 'private law' in its most basic sense and that it is something often sought and dearly paid for, but rarely earned or well kept. His postulation that those with privilege ought to be charged with dispensing it, is something that I've thought on since the day I read the words. It could be taken to mean a number of things.
"My mother is a woman of privilege. A Senator of the Republic representing an entire system. I was born into it, this private law, and despised it from the start. I saw how her lies and compromises destroyed her integrity. At least, from afar. It's not like we're close. My best friend and nanny was a top-of-the-line T2 unit until I was old enough for her to pay for me to have the privilege to attend an Academy that regulated my day nearly to the bowel movement and left her free to carouse and lie the day away with her 'friends' at the... excuse me. I digress.
"...the dispensing it thing. Right. At any rate, it has occurred to me as I've aged and left behind much... at least, some... of my contempt for the rich and fanciful that those same rich and fanciful folk fail at the outset to dispense the private law that they so covet. Never once have I seen a man from CoCo town invited to a gala at the Chev'mon Ducat. Never once have I seen a senator or lobbyist throwing cred chips to the destitute and homeless of the lower levels despite their privilege earned from earmarks for such-and-such corporation. Doctors and surgeons have never flung from their mighty penthouse suites kolto packages and med kits for those that die of paper cuts and a grievous lack of insurance. They all share such things with their own kind. Those that already have such options. Perhaps that is why they fail to learn privilege's lessons and lose it so quickly.
"I realize, before you condemn me to only speaking in generality and from my own experience, that these folk I describe are not every or the only examples of leadership and privilege there is to be had. I realize that there are folk that try; those that do. Leaders and Senators and Doctors and other Gifted people that give of their hearts in everything they do. I've seen the most of it in the Jedi. Perhaps that's why, in my youth, I gave my future to them. Perhaps that's why, in my adulthood and my growth in understanding, it hurts so much to be taken away from the good I was trying to do. I mean. I get it. And it's not really exile. Just some time to learn from mistakes and grow as a person. Hopefully..."
| Syrus Terrigan |
Been hashing out some various bits of the equipment costs and such, and all I can say is this:
It's shocking how "on target" our collaborative efforts have been, Synchronicitically. Sure, I robbed the longbow for the blaster pistol, but all the derivatives, so far, in the ranged department have paralleled so closely that it's quite reassuring!
The *one* hitch I've hit involves the hold-out blaster, but it can still be wrangled. :)
| SynchroniciticallyChallenged |
I think so, too. I'm looking forward to it. I gotta say, I hadn't considered the Consortium or ever encountering it when I stuck "mommy issues" onto his personality. =D
The whole concept sprung from Terrigan and I standing around in my office post building him when he asked me, "so why would he leave Coruscant?"
I answered, "baby mama drama?" The rest kinda followed naturally.
| Syrus Terrigan |
Base "Design Point" progression puts it at about 1000cr value, or higher. Though, of course, the "rules" don't offer any established means of weakening a weapon . . . . So, spitballing it as:
2 (ranged) + 1 (damage increase) + 1 (damage type) + 3 (expanded crit range) + 2 (hidden) = 9 design points --> 2025cr
But that does *not* account for a 60% range increment reduction, nor ammunition demands. Which can easily offset a significant portion of that base amount.
I'm kinda wishy-washy on the 19-20 crit. It makes sense, as it's an assassin's weapon, in a way, but it also accounts for a full third of the weapon's value. But that may just be our "civilian/military" breakpoint . . . .
| Syrus Terrigan |
Yeah, nailed it:
Hold-out Blaster (revised)
Cost: 500cr
Damage: 1d4 energy
Critical: x2
Range Increment: 20'
Special: Hidden -- This item grants a +4 bonus to all Stealth/Sleight of Hand checks made to conceal it on your person.
Special: Limited Use -- A hold-out blaster is too small to accept a power pack, as most ranged weapons do. Due to its small size and the demands of concealment, it only has enough power to fire 10 shots before it must be recharged. Recharging this weapon requires 10 minutes' time and access to tools and a charging station.
| Syrus Terrigan |
Astrogation Check Rules
The Astrogation skill is of critical importance to all who wander the stars. It involves the application of higher math functions to the variables of stellar motion throughout the galaxy in order to determine the best possible course through hyperspace. While navigational calculations can be left to a ship's computer systems, the failsafes integrated into standard systems by the Hyperspace Navigators' Guild mandates require a minimum of 20 minutes' processing time to finalize a jump calculation (in the case of top-of-the-line onboard civilian computers). These are usually calculated during a vessel's transit along its out-system vector, in coordination with local ATC controllers. However, since emergent conditions can make leisurely exits of gravity wells impossible, these calculations can be facilitated through an individual's use of astrogational know-how, making a viable jump possible in a matter of seconds (minimum 2 rounds), but usually reduced to one minute's effort (to make the most of the bare minimum of failsafe protocols). The relevant factors used in Astrogation checks are as follows:
1) The quality of nav data available
2) The mathematical difficulties inherent to the galactic region(s) being traversed
3) The quality of the vessel's hyperdrive
4) The availability of a dedicated navicomputer or astromech droid
Nav Data Quality
Less than 24 hours old: Base DC 10, Hazard 1d4
2 - 7 days old: Base DC 15, Hazard 1d6
8 - 30 days old: Base DC 20, Hazard 1d8
31+ days old: Base DC 25, Hazard 1d10
No data available: Base DC 30, Hazard 1d12
Navigational Difficulty Modifier
Depending upon the regions of space traveled, the Astrogation check DC will be modified by the highest applicable modifier value to determine the hyperjump's difficulty.
Deep Core: +7
Core Worlds: +3
Colonies: +4
Inner Rim: +3
Expansion Region: +2
Mid Rim: +3
Outer Rim: +4
Wild Space: +12
Unknown Regions: +9
Availability of Navicomputer/Astromech
Navicomputer modifier: -4
Astromech modifier: -2
Hazard Die Modifiers
When a jump is plotted, the GM will secretly make a Hazard Die roll, which will further augment the demands of the journey. This represents the possibility of unknown objects entering the ship's trajectory, or especially tricky known hazards along the route (the Kessel Run, for instance).
Hazard Roll Result // DC Modifier
1 - 3 // +0
4 // +2
5 // +4
6 // +6
7 // +8
8 // +10
9 // +15
10 // +20
11 // +25
12 // +30
Miscellaneous Modifiers
Jury-rigged hyperdrive: +5
Reduce time for jump calculation by 1 round: +2 per round reduced
Additional Post Incoming
| Syrus Terrigan |
Astrogation Rules (Continued)
Making the Check
Once the GM has determined the final DC of the Astrogation check, the astrogator makes his or her roll. There are varying degrees of success and failure possible, determined by the difference between the DC and the check result.
Failure by 5 or more: Hyperspace Accident
Failure 4 or less: +1d6 * HR (Hyperdrive Rating) hours
Success of +0 - 4: Successful standard jump
Success of +5 - 9: -1d6 / HR hours
Success of +10 - 14: -2d6 / HR hours
+15 - 19: -3d6 / HR hours
20+: -4d6 / HR hours
Hyperspace Accidents
When a hyperspace accident occurs, the GM will roll d% and report the results based upon the following table:
01 - 30: hyperspace jump fails
31 - 50: Off Course -- The vessel drops out of hyperspace at the end of its travel time, but is not in its destination system (WARNING: If you get this result, it could be . . . interesting.).
51 - 65: Energy Fluctuations -- Whether a byproduct of hyperspace itself, or errant ship systems, add 2d10 hours to the travel time of the jump.
66 - 80: Hyperdrive Failure -- A gravity well is detected in the ship's path, and the navicomputer drops the vessel out of hyperspace (at a random point along the plotted course) in order to avoid a collision.
81 - 90: Hyperdrive Damage -- As Hyperdrive Failure, but the hyperdrive itself becomes damaged, and must either be repaired, or a backup engaged.
91 - 95: Hyperspace Collision -- The ship collides with a gravity well and drops out of hyperspace, taking 1d10×1d10 points of damage to its hull. (Maybe the ship survives. Good luck!)
96 - 00: GM Whim! Or roll again. Unlikely.
A Final Note
For the present, determining the base travel time needed for a hyperspace jump will be the sole purview of the GM, and the player's/players' Astrogation checks will affect the results as appropriate. (Again, I'm not trying to be heavy-handed with this -- it's simply what I'm able to do. I don't think it's going to have a negative impact on anything, anyway. Just sayin'.)
| Darth Terrigan, Sith Marauder |
Darth Terrigan, Dark Lord of the Sith, Scourge of Borleias, and #1 on CorSec's "Most Wanted" list, is in a difficult position. He and his loyal servants have been stranded on Mandalore for 6 days, repairing his vessel, Dread Mask, after barely evading elements of the Republic's Fifth Fleet. The Republic navy has imposed a blockade of the Mandalore system in the aftermath of that particular battle, and their communications jamming has been without peer.
Dread Mask's sublight and repulsorlift systems are fully operational, as is the navicomputer, but the Class .8 hyperdrive has been jury-rigged since a few critical components were unavailable on Mandalore.
It is imperative that Terrigan break through the blockade and reach Ziost for [redacted].
I have a plan: Attack!
*crushes enemies, sees them driven before him, listens to the lamentation of their women*
To get to Ziost from Mandalore:
Nav data: 6 days old (DC 15, 1d6 hazard)
Route: Expansion Region -> Mid Rim -> Outer Rim (+4 DC)
Navicomputer: yes (-4 DC)
Hyperdrive: jury-rigged, Class .8 (or VIII, since I like Roman numerals for those designations; strikethrough = decimal value of number) (+5 DC)
Hazard: 1d6 ⇒ 6
Final Astrogation DC: 26 = 15 + 4 - 4 + 5 + 6
Need to go pick up my Sith meditation sphere, not my pleasure yacht! (Astrogation): 1d20 + 19 ⇒ (16) + 19 = 35
Success from +5 - 9: roll 1d6
Yup. I'm fast!: 1d6 ⇒ 1
1 / .8 = 1.25
39 (hours of travel for Class I hyperdrive) * .8 = 31.2 hours
End Result: Darth Terrigan successfully computes the jump to Ziost, and with a significantly higher check result and a powerful hyperdrive is able to reduce a flight that would normally require 31.2 hours of hyperflight to 29.95 hours' time.
| SynchroniciticallyChallenged |
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Hayden reclined in the pilot's chair of the light cruiser he was given for his mission, fingering a torn bit of molding on the underside of the arm rest. It wasn't a familiar or comfortable vessel by any means, but he was coming to learn it's idiosyncrasies. He gazed upon the moon before him with a mixed sense of awe and disgust. HK, as he had for the majority of the flight, stood motionless to Hayden's left, just behind his periphery. The faint hum of his core machinery the only thing to note his presence. Hayden suspected the Jedi that reprogrammed this unit had left quite a few intimidation protocols in place. He also suspected that this had been done apurpose.
"I recall Jedi Master Kel Motha declaiming with praise the diverse and engaging sprawl of Nar Shaddaa. I don't think he's ever been here," he said as he watched a small shuttle land, and it's crew debark upon a tiny pad jutting from the side of a derelict skyscraper. He could just make out the crew entering into a conversation with the pad's attendant.
"[Mocking, yet insightful interjection] If you will remember, Jedi Hayden, at least two of the masters on the council suggested you and former master Sharron be made to serve a penance. I do not claim to be included in their deliberation, but I do think they aimed to take more than your lightsaber. I would be greatful for this mercy and look upon this festering heap of easy targets as a way to hope they forget about you and your indiscretions."
"Castration jokes get no funnier by their repetition, Theta Zero," he replied as he watched blaster fire erupt upon the small landing pad. He leaned forward and quickly rerouted the autopilot to find a path through another sector. Straight lines had their merit, Hayden thought, but the scenic route spoke for itself. There was no hurry. They were headed to a location apparently owned by a Jedi stationed here in secret and there was no time table of which he was aware.
"[Confused query] Was I joking, Jedi Hayden?"
"I'm remembering this and the last week of our trip the next time you need maintenance. It's not like I don't feel bad enough she's out in the nether crack of the galaxy because of me. And mother... Well... I bet she'd be proud I'm out here and away from Jedi influence. This place looks like a nest of politicians. She could holiday here and feel right at home."
"[Agreement] Senator BeShawn would very well own half of Nar Shaddaa in a short time with her skillset and expertise. Her drive and commitment are admirable for a meatbag."
"Have you ever been here, Theta Zero?"
"[Statement] Before being reprogrammed by the Jedi, I was one of three hundred and seventy units dispatched to Nar Shaddaa in the hunt for the jedi exile. [Reminiscent Recitation] It was an exciting time and many thrilling kills were had. Sadly, our bounty escaped and wrecked quite a lot of property in egress. No doubt due to the host of deadly hunters on his trail. [Warning] The power vacuum created in the Exchange by the Jedi exile has caused this moon to become far more hostile and volatile to the average traveler. It would be wise to proceed with caution."
"Ah, but we're far removed from the average traveler. I think we ought to be alright."
"[Proud Statement] Of course we will, Jedi Hayden. I'm here."
| Syrus Terrigan |
If it's any consolation, let's take a look at what a "leisurely stroll" hyperjump would look like:
Coruscant to Alderaan
Nav Data: Just downloaded from the Coruscant hyperspace beacon (DC 10, Hazard 1d4)
Navicomputer: Yes (-4)
Hyperdrive: Class III
Route Modifier: Core Worlds (+3)
Hazard Roll: 1d4 ⇒ 1
Final DC: 9 (10-4+3+0)
Base Travel Time: 27 hours (3 Core Worlds sectors @ 9 hours each for Class I)
Hyperlane Reduction: 21 hours (Corellian Trade Spine)
Given a 1st-level character's +5 Astrogation check modifier (1 rank, class skill, +1 Int mod), with 10 rounds of decent flying from the pilot, the copilot could plot a course that could only fail by 3, at most!
Rookie Astrogation: 1d20 + 5 ⇒ (20) + 5 = 25
Ha! I *would* "crit" on an easy check! -- dice hate me --
So, success by 16 --> 3d6 ⇒ (3, 2, 3) = 8
Results in a time-savings of 2.7 hours. 21 hours * 3 (hyperdrive modifier) = 63, -2.7 --> 60.3 hours.
2 & 1/2 days travel, no big deal!
| Syrus Terrigan |
And that "leisurely stroll" scenario *assumes* you're doing it yourself, rather than letting the navicomputer handle it while you're moving to the edge of Coruscant's gravity well . . . .
Or am I just too pleased with what I've managed to cobble together?
With hyperdrive ratings differing, and all other factors the same:
Class IV -- 82 hours
Class II -- 38 hours
Class I -- 13 hours
Class V -- . . . . Hmmmm. My lack of math skills is showing . . . . 'Cause here we hit a travel time of -5.5 hours . . . . Yargh!