Posted: Sat Jun 28, 2008 1:43 am Post subject: Rules gubbins
Thread/Table Rules
1. You do not post in the IC thread unless you have a character. Anyone else who wants to comment on what we're doing, they post it here in the OOC thread or start a new thread.
2. I am thy GM, my word is law. If you think I made a bad call, PM me, but no b!tching in public.
3. The whole point of this is that we have fun. Just because we are not in close geographical proximity, doesn't mean we can't have a good game.
4. Post frequency - as often as you can. The only time it really, definately matters that things happen in a certain order is during combat or other initiative-dependent times.
4a. Mininum of one post per 48 hours. If you keep me waiting for too long, I will get upset.
5. If you're going to be away for a while, let me know so I can plan accordingly.
6. Levelling up: Anything you want to add at each level must be justified by ic work/actions/RPing.
House Rules
1. Base Lightsabre Damage is increased to 2d10 for a standard lightsabre, and 2d8 for a short lightsabre.
That's all I feel the need to change from the RAW w/ errata.
2. The Dark Side. If you get enough DSPs to be Dark, you will have a length of time roughly equivalent to one session to start on the path to redemption, preferably helped by the party.
At any time that you are with my Jedi Knight NPC, I shall use the fair warning policy IC, telling you through her that actions worthy of a DSP are wrong. If you choose to diregard her, you will get a DSP. If she's not around, I'll warn you the standard GM way of "that would be evil enough to warrant a Dark Side Point. Do you really want to do it?"
Multi-classing restriction. Unless you can provide a very, very good reason, you cannot multiclass until after 2nd level
Character Creation
After careful consideration (read, someone asked for it), characters shall be created using the point buy method with 36 points for abilities.
Starting goods and cash value up to the maximum for your class at level 1 + 500 credits per level thereafter... unless of course you take the Wealth talent, in which case you get more... and the rest of the party bugs you for money.
All new characters at 1 level lower than the rest of the party.
The only restrictions are as follows.
You can't start as a 1st level Jedi without a very good reason (You can however take Jedi as a level after 1st but the whole "good reason" thing still applies.
If you want to be Force Sensitive, you MUST take the Force Sensitivity feat at 1st level. No matter how clueless you are about your potential, you still have it.
For each level after the first, use fixed hitpoints;
4 + Con mod for d6
6 + Con mod for d8
8 + Con mod for d10
10 + Con mod for d12
Restricted Races.
No Ewoks or Chiss or Ssi-Ruu (they haven't been discovered yet... well, the Chiss sort-of have now but only Stessa is on our side)
Joined: 12 May 2008 Posts: 222 Location: Here and there and everywhere
Posted: Sun Jun 29, 2008 1:34 pm Post subject:
Torren Kast CL 20
Medium Human Jedi 10/scout 2/soldier 2/Jedi Knight 3/Jedi Master 3
Init +19; Senses Improved Sense Surroundings; Perception +19
Languages Basic, Binary, Huttese, Shyriiwook
Defenses Ref 37 (flat-footed 33), Fort 35, Will 37; Block, Deflect, Evasion, Vehicular Combat
hp 214; Threshold 35
Immune fear effects
Speed 6 squares
Melee lightsaber +21 (2d8+14) or
Melee lightsaber +21 (2d8+1 with both hands or
Melee lightsaber +19 (3d8+1 with Rapid Strike or
Melee lightsaber +16 (4d8+1 with Improved Rapid Strike or
Melee lightsaber +25 (2d8+2 with Powerful Charge
Ranged by weapon +23
Base Atk +19; Grp +23
Atk Options Acrobatic Strike, Dirty Fighting, Improved Rapid Strike, Powerful Charge, Rapid Strike
Special Actions Sentinel Strike +1d6, Sentinel's Gambit, serenity, Shake It Off, Telekinetic Savant 1/encounter
Force Powers Known (Use The Force +29) battle strike, energy resistance, farseeing, Force blast, Force disarm, Force grip (2), Force shield, Force slam (2), Force stun, Force thrust (2), Force whirlwind (2), mind trick, move object (4), rebuke (2), repulse, resist Force, slow, surge (2), vital transfer
Force Techniques Improved Sense Surroundings
Force Secrets Pure Power, Quicken Power
Starship Maneuvers (Pilot +14) Ackbar slash, angle deflector shields, shield hit, skim the surface, snap roll
Abilities Str 12, Dex 18, Con 14, Int 16, Wis 18, Cha 18
Special Qualities build lightsaber
Talents Ataru, Block, Deflect, Evasion, Force Pilot, Improved Sentinel's Gambit, Sentinel Strike, Sentinel's Gambit, Telekinetic Prodigy, Telekinetic Savant, Force Scholar
Feats Acrobatic Strike, Armor Proficiency (light), Force Readiness, Force Sensitive, Force Training (4), Improved Rapid Strike, Powerful Charge, Rapid Strike, Shake it Off, Skill Focus (Mechanics, Stealth, Use the Force), Skill Training, Starship Tactics, Vehicular Combat, Weapon Proficiency (lightsabers, pistols, rifles, simple)
Skills Acrobatics +19, Endurance +17, Initiative +19, Knowledge (galactic lore) +18, Mechanics +23, Perception +19, Pilot +14 (may Use the Force +29 instead), Stealth +27, Survival +19, Use Computer +18, Use the Force +29
Possessions lightsaber (Dark smoky-grey blade, self-built, Stygium crystal, improved damage), BlasTech DT-12 heavy blaster pistol (improved accuracy), BlasTech A280 'Accurate' blaster rifle (improved accuracy), enhanced low-light targeting scope, field kit (2 condensing canteens, sunshield roll, 7 day food supply, 24 filters, 12 atmospher canisters, glow rod (x2), breath mask (x2), all-temperature cloak), utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, long-range comlink (encrypted), liquid cable dispenser, Computer Spikes +2(2) +4(2) +6(2), HiBaka 2000 Mem-Stik (2), Lectroticker +6), aquata breather, bandolier, code cylinder, credit chip, blank datacards (10), mastercraft datapad, personal holoprojector
*May reroll Jedi, Sith and Force Traditions knowledge checks
Stygium
Description: The stygium mineral can be used to create cloaking effects that foil enemy sensors. In its pure crystal form, it is suitable for a lightsaber.
Benefit: Grants a +1 to attack rolls, and a +3 bonus to Stealth rolls.
Last edited by krownhunter07 on Tue Oct 07, 2008 6:56 pm; edited 1 time in total
Hi Zoe. I saw that you weren't on today so I thought I would ask my questions about the battle here. Okay, we are heading towards the AT-AT on our speeder bikes. Xan has shot one Stormtrooper so far and we both barely survived a volley from the AT-STs.
Questions:
1. What is the environment like in terms of things to use MO with? Example: Rocks of various sizes, dead troopers, destroyed material, broken trees.
2. Are there any groups of Stormtroopers near? If so, can I hit them with my blaster rifle?
I added a bit to my last post about debris being thrown up by the heavy fire from the AT-STs.
Any damage to the trees is "behind you" so not really any help for this turn.
It may not be entirely clear but the AT-AT is in the middle with an AT-ST to either side (one before and one beyond it in the direction you guys are going) and Stormtroopers (about 50) along the sides and rear of the Imperial formation in groups of 2 to 4.
The biker scouts are too far forward to be part of the equation right now.
Well, we have a few problems really.
Mainly my muse is on vacation, and there hardly seems to be any enthusiasm for the game from... well, any of us.
Also there is next to none of the co-ordination and co-operation that we had when we started, and if we're going to keep playing then we need to get that back.
I know that pretty much all of you are wrestling with the dreaded Real Life beast so maybe we need to figure out one or two days a week that we can say "this is Star Wars time"... or maybe one night Star Wars, one night D&D so that we can all play but without having to choose between real life and keeping me happy.
I'm willing to give it a shot, though I only find out my work schedule for the next week on Wed or Thurs. I think it would be a real shame to let this group die without at least trying to make it work. I hope all of you feel the same way.
Right. As we know, downtime between Naboo and Nar Shadaa is one ic year so plenty of time to do things and possibly justify character alterations (run those by me first though)
It is my intention to run the little interlude on Kashyyyk this Friday (or as much of it as we can and finishing up next week if we have to).
Not sure on a good start time yet. Melissa asked (for last week) that we finish at 11pm her time, which is 4am my time.
Assuming that still applies, I'd like us to be ready to get started between 5pm and 6pm their time, which is 10pm-11pm my time.
When you say character alterations ... do you mean like trading in talents? B/c Right now Cruix is exploring the force ... what if he were to say forget certain talents for some force oriented talents.
Good to know. I'll be on. Sorry I wasn't on this weekend. I slipped and spranged my ankle on Friday night and haven't been very mobile till now. I'll see you guys tomorrow.
We'll see if I can be on at all.... we're about to be hit by Hurricane Ike, and no matter which way that thing turns we're not gonna be hit softly. Joys!
Ok, this is what I have so far on the New Jedi Order as an organisation.
Discuss, and add your own ideas.
Note: Arrisa's name being at the beginning is strictly ooc, and is there because she is the founding member.
It has nothing to do with me trying to make out that she is more important than you guys.
I want everyone to have a say in this.
Arrisa's New Jedi Order
Goals
Defeat the Sith
Restore the Republic
Train new Force Users
Avoid the mistakes of the old Jedi Order
Restore peace and justice to the galaxy and then assist in the maintenance thereof
Members
Any Force User who is not actively evil.
Run by
Master Jad Bosskar (sort of), and Arrisa Kast
Where?
For the time being, the New Jedi Order is based on Naboo. As key supporters of the Rebel Alliance, Jedi are welcomed with open arms on Alliance worlds and among the Alliance's military.
Regular activities
Training new members.
Intelligence Gathering (often in conjunction with Alliance personnel)
Various missions against the Sith-controlled Empire (with or without Alliance backup)
Seeking lost lore from the old Jedi Order or other friendly Force Traditions
Allies and enemies
Primary Ally = The Rebel Alliance
Secondary allies include surviving members of the Antaran Rangers, and anyone friendly to the Jedi and the Alliance.
Primary Enemy = The Sith and their Galactic Empire (especially the Inquisitiorious)
Secondary enemies include the Hutts, the Bounty Hunters' Guild, various other irredeemable criminals such as slavers, and the Brotherhood of Chaos.
Type
Force Tradition
Scale
10 - Multiple Planets
(Primary Academy is on Naboo but members can be sent anywhere in the galaxy alone, in small groups, and possibly accompanied by other members of the Alliance, though right now we only have enough Jedi to cover a few planets at a time)
Positive Organisation Score criteria
Force Sensitivity (+1)
Skill Training (Use the Force) (+1)
Skill Focus (Use the Force) (+2)
At least one level in the Jedi class (+1)
Experience (+1/2 character level)
At least one level in the Jedi Knight or Force Adept prestige class (+2)
At least one level in the Jedi Master or Force Disciple prestige class (+2)
Complete a mission (+1 per mission)
Important Discovery (+1 per Discovery)
Defeat an equal or higher CL Force User with 5 or more DSPs in combat (+1/4 CL)
Redeem a Force User with 3 or more DSPs (+1/4 CL +1/4 DSPs atoned)
Significant participation in the education of another member (+2)
Save Arrisa's life, Torren's life, or baby Katarine's life (+3)
Fulfilling a Destiny that benefits the Order (+1 per Destiny)
Built your own lightsabre (+1)
Negative Organisation Score criteria
Using the Dark Side (-1/2 DSPs)
Fails a mission (-1 to -3)
Posts or accepts a bounty on a member or close ally (-10)
Passes information to the Empire (-5)
Intentionally kills a member or close ally (-20)
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