Need Help. Rebuilding Jedi Character from D6/D20 RCRB

By Tramp Graphics, in Star Wars: Force and Destiny RPG

Another thing I will add is that I've always looked at 50xp to be 1 level in comparison to D&D (3.5). "Leveling" every other or third session. Now I don't know alot about d6 or d20 star wars, but you said level 18? This would put you, in my opinion, in the 900xp range. Which is what I'd expect PCs to be after playing for years. My table played frequently over the last year and they are just now approaching 300-350 XP.

You mustn't be giving very many XPs then. A basic human "knight level" character is near 300. (260 to be precise). 110 in starting XP plus 150 for "Knight Level". With a moderate by the book rate of 20 XP per session,it should only take a 100-110 XP starting character about 12 sessions to reach 300. If you're playing once a week, that means within three months of play, a starting character should be at 300 XP. He should hit 1040 XP in one year (52 weeks). Even if you use a slower advancement rate of 10 XP per session, that still means 300 XP total within six months of weekly play, and 1200 within two years.

I don't think the amount of XP is a problem, you and your GM can find a compromise. If it's a GMPC doesn't really matter what his XP level is.

I want to play Korath as a regular PC, rather than as a GM character, Particularly until he's tied up the "loose ends" with his nemesis. Besides, I'm not experienced enough with this system to even attempt to GM it. I don't have a GM yet either. Ideally, I would like to get him down to the 2000 XP cost, lower if it doesn't require gutting his D6 and D20 abilities and Force powers.

Another thing I will add is that I've always looked at 50xp to be 1 level in comparison to D&D (3.5). "Leveling" every other or third session. Now I don't know alot about d6 or d20 star wars, but you said level 18? This would put you, in my opinion, in the 900xp range. Which is what I'd expect PCs to be after playing for years. My table played frequently over the last year and they are just now approaching 300-350 XP.

You mustn't be giving very many XPs then. A basic human "knight level" character is near 300. (260 to be precise). 110 in starting XP plus 150 for "Knight Level". With a moderate by the book rate of 20 XP per session,it should only take a 100-110 XP starting character about 12 sessions to reach 300. If you're playing once a week, that means within three months of play, a starting character should be at 300 XP. He should hit 1040 XP in one year (52 weeks). Even if you use a slower advancement rate of 10 XP per session, that still means 300 XP total within six months of weekly play, and 1200 within two years.

I don't think the amount of XP is a problem, you and your GM can find a compromise. If it's a GMPC doesn't really matter what his XP level is.

I want to play Korath as a regular PC, rather than as a GM character, Particularly until he's tied up the "loose ends" with his nemesis. Besides, I'm not experienced enough with this system to even attempt to GM it. I don't have a GM yet either. Ideally, I would like to get him down to the 2000 XP cost, lower if it doesn't require gutting his D6 and D20 abilities and Force powers.

Tramp you're not going to be able to find a GM who is going to let you bring more than a 1200 xp PC into their game (and the 1200 xp figure is for a very generous GM). Do what you want with this information.

Well, I think I've come up with a "definitive" version and managed to get him below 2000 XP to boot (not by a lot, but still). First, I decided to change the career from Seeker to Guardian (which is what he was in D20). The reason for this is in his play history dating back to D6 and his penchant for one on one duels against Dark Siders. This just screams the need for the Fated Duel Signature Ability, which is only available to Guardians. This also necessitated adding two more Talents to his Soresu Defender Spec to qualify. Secondly, I've scrapped the Pathfinder spec and swapped it out with the new Racer Spec from Endless Vigil, taking a number of talents from it, including the Force Rating (instead of getting it from Peacekeeper, it's cheaper in Racer). I've also come up with a new formula for calculating XP for Force Powers and their upgrades, adjusting Korath's Force Power list accordingly using his original D6 Force Skill stats. Without further adieu:

Jedi Guardian:

Soresu Defender, Peacekeeper, Ateru Striker,, Navigator, Artisan, Racer

XP: 240

Brawn 2, Agility 3, Intellect 3, Cunning 2, Willpower 3, Presence 3

XP: 60

Skills:

Astrogation* 1, Athletics* 2, Computers* 2, Coordination* 2, Deception 1, Discipline* 1, Leadership* 2, Mechanics* 2, Negotiation 1, Perception* 1, Piloting Planetary* 2, Piloting Space* 1, Resilience* 2, Skullduggery 1, Stealth 2, Streetwise 2, Survival* 1, Vigilance* 1, Brawl *1, Lightsaber* 3, Melee* 2, Ranged light* 2, Ranged Heavy 2, Core Worlds 1, Education* 2, Lore* 1, Outer Rim* 1, Xenology 1,

*Career Skills

XP: 305

Talents:

Soresu Defender:

Parry (2), Improved Parry, Suprenme Parry, Toughened(1), Defensive Stance, Soresu Technique, Reflect (2), Improved Reflect, Grit (2), Defensive Circle, Strategic Form, Dedication (Presence)

Signature Ability: Fated Duel

XP: 240

Peacekeeper::

Command (2), Toughened (2), Commanding Presence, Enchanced Leader, Field Commander

XP: 85

Ateru Striker:

Conditioned(1), Parry(1), Dodge(1), Reflect (2), Quick Draw(1), Ateru Technique, Hawkbat Swoop, Saber Throw, Dedication: Willpower

XP:145

Navigator:

Studious Plotting, Expert Tracker, Shortcut (1), Grit (1), Galaxy Mapper (1), Improved Shortcut, Planet Mapper (1), Preemptive Avoidance, Swift, Uncanny Senses (1), Holistic Navigation, Intuitive Navigation, Force Rating

XP: 155

Artisan:

Solid Repairs (3), Fine Tuning (1), Grit (1), Inventor, Imbue Item, Intituve Improvements, Force Rating

XP: 125

Racer:

Skilled Jockey (1), Conditioned (1), Full throttle, Improved Full Throttle, Supreme Full Throttle, Freerunning, Force Rating

XP: 85

XP Total: 835

Force Powers:

Battle Mediation : Magnitude (1), Range (1), Control (1) XP: 35

Bind : Range (2), Control (1), XP: 50

Enhance : Control (7), Range (1) XP: 75

Farsight : XP:5

Foresee Control (1), XP: 20

Heal/Harm : XP: 15

Influence: Control (1), Magnitude (1), Strength, Duration (1) XP: 40

Misdirect : Control (1), Duration, Magnitude (1) XP: 40

Move : Control (3), Range (1), Strength (2) XP: 65

Protect/Unleash : Control (2) Duration, Mastery, Strength (2), Magnitude (1) XP: 95

Seek : Control (1), Magnitude (1), Strength (1) XP: 35

Sense : Control (2), Range (1), Duration XP: 45

Supress : Duration XP: 15

XP: 540

Total XP: 1980

And here is the conversion formulas used:

Alternate D6 to FFG attribute and skill conversion formula:

For Attributes,

Step One: round each result of Step One down to whole dice. For new base Attribute.

Step Two: Convert results from step one to FFG equivalent:

Strength = Brawn,

Dexterity = Agility

Knowledge = Intellect

Perception = Presence

Knowledge + Perception/2 = Willpower

Technical = Cunning

Skills.

Step One subtract pips from each original D6 attribute’s dice

Step Two: add pips from each Attribute to each related skill and round up to next whole die.

Step Three: Subtract result of Step One from Step Two.

Step Four: Divide result from Step Three by three and round up to get new skill value.

Example. A Dexterity of 3D+2 and Lightsaber of 9D+1, add the +2 to the 9D+1 giving you 10D (no further rounding necessary) 10-3=7. 7/3=2.33333 rounded to 3.

Example two: A Strength of 2D+2 and a Stamina of 6D+2, add the +2 pips to the 6D+2 to get 7D+1 rounded to 8D. 8-2=6. 6/3=2.

Example three: A Mechanical of 2D and a Space Transports of 2D+1. 2D+1 rounds up to 3D. 3-2=1. 1/3=.3333 rounded up to 1.

Example four: a Perception of 3D+1 and Command of 6D. 3D+1 rounds to 3D. Add +1 pip to 6D= 6D+1, rounded to 7D. 7-2=5. 5/3=1.666667, rounded to 2.

Force Skills and Force Powers:

Step One: add base dice (not including pips) from all three Force Skills together

Step Two Multiply the result from Step One by three

Step Three: Add all +1s and +2s from all three Force Skills.

Step Four: Add the result from Step Three to the result from Step Two.

Step Five: Multiply result of Step Four by ten, this is he total XP available for Force Powers and their Upgrades.

Step Six Convert D6 Force Powers to their FFG equivalents.

Step Seven: divide up XP among new Force powers and upgrades.

For example: Ulic Qel-Droma has Control of 3D+1, Sense of 2D+2 and Alter of 3D and eleven Force Powers in his Force Power list., some of which don’t have FFG equivalents, others convert to Force Talents.

Adding 3D=2D=3D= 8D 8x3=24. 1+2=3, 24+3= 27. 27x10=270; giving him 270 total XP divided among his various Force Powers and their upgrades.

Edited by Tramp Graphics

You don'the have to have the fated duel ability to have had duels.

So start sentinel:sentry it has aspects of ataru and soresu so you can say you started on both and it gets you to force rating 2.

Get artisan and only the talents you listed above, that's force rating 3, an in career spec cost.

Since i'm pretty sure you're going to say but I need ataru then take ataru middle 2 columns and parry 25 (left column), note that you got Saber throw cheaper from sentry. So you say you became a master of aturu instead of a student.

The selection of skills you listed seems reasonable, you might want an extra lightsaber rank. Take only a third to a half of the force powers you listed, keep the force power xp down to 250 to 280 tops.

Attributes you listed seem fine. Might want to have started with three 3's and raise agility to 4 with the dedication from ataru.

That's a character a generous gm might let you bring into their campaign, and gets most of what you asked for in a qualitative sense.

You may not need it to have duels, but it fits his character and of all of the Signature Abilities out there, it's the only one that really fits him, and, particularly for future situations, I'd rather have the ability to keep such duels one-on-one, and Guardian is the only career that allows that though this Sig Ability. If you could take any Sig Ability from any Career as long as it applied to a sec within that career, I'd think about taking Sentinel or Seeker as careers, but that's not an option. While I like the Sentry spec overall, I don't think it really fits Korath, and going Sentinel, particularly straight Sentinel only would cost him too many career skills and wouldn't allow Korath the Sig Ability I want him to have, either now or in the future.

Now, as for his Force powers, He's used all of them, and the XP cost is the lowest I can go while still giving him the abilities he's had and earned, and is not an arbitrary number.

I'll continue later. I've got to go.

I'd say that if a straight conversion is leading to ridiculous XP costs, you shouldn't be doing a straight conversion. The fact of the matter is that the systems are balanced very differently, especially when Force-users are involved.

Trying to replicate your character's abilities exactly is going to lead to a character who is likely too powerful to be added to nearly any group. The replication isn't a bad goal in itself, but I've gotten the impression that your goal is "keep playing with this character, but in the FFG system."

My advice for that is thus: you can't switch systems and have a character that plays the same way. It's the narrative that's important, not having matching stats. Take 300 XP, and build someone who fits the spirit of your character. Not all the things he did, but the things that are most important. Try to keep the specs down to two or three.

Half of conversion is adapting the character to fit within the new system's playstyle. You're adapting to fit the mechanics, but not the spirit of the system.

Feel free to ignore all of this if you feel that a faithful reproduction of the character is the most important thing. Stars know I've made characters just to play with the mechanics. But this is one of those situations where you can't have your cake and eat it too—you can make a high-XP character like you have, but you're unlikely to find a group that plays at that level.

If you're okay with that, go ahead and do the thing! We do this for fun, after all. :)

Is Korath supposed to be a playable PC, or has he "passed on" to NPC status? If it's the latter, utilize the Inquisitor build, cherry pick a few flavorful talents, give him two or three ranks of Adversary and you're there.

I respect your dedication to your character, and I admire your desire to close out his story, but I really can't see even an experienced GM letting you start play with a character anywhere near the power levels you're looking at. You might need to either "reboot" Korath, or place him into mentor-status (statistics immaterial) and let the next generation of characters drive your story forward.

I'd say that if a straight conversion is leading to ridiculous XP costs, you shouldn't be doing a straight conversion. The fact of the matter is that the systems are balanced very differently, especially when Force-users are involved.

Trying to replicate your character's abilities exactly is going to lead to a character who is likely too powerful to be added to nearly any group. The replication isn't a bad goal in itself, but I've gotten the impression that your goal is "keep playing with this character, but in the FFG system."

My advice for that is thus: you can't switch systems and have a character that plays the same way. It's the narrative that's important, not having matching stats. Take 300 XP, and build someone who fits the spirit of your character. Not all the things he did, but the things that are most important. Try to keep the specs down to two or three.

Half of conversion is adapting the character to fit within the new system's playstyle. You're adapting to fit the mechanics, but not the spirit of the system.

Feel free to ignore all of this if you feel that a faithful reproduction of the character is the most important thing. Stars know I've made characters just to play with the mechanics. But this is one of those situations where you can't have your cake and eat it too—you can make a high-XP character like you have, but you're unlikely to find a group that plays at that level.

If you're okay with that, go ahead and do the thing! We do this for fun, after all. :)

My goal is to both create a faithful reproduction of the character and play him as a PC at least until he has completed his story and defeated his nemesis, Mathis Karr. Until that has been accomplished, I can't "retire" him to pure NPC status. Even if I were to use him in an NPC role at a later date, I'd still rather have full PC stats on him. Not only that, but I'm not familiar enough with the system to even try running it, given that I haven't even played it as a player yet. I'd be foolish to try an run the game if I have no experience with the system as a player.

As for Korath specifically, while this conversion has certainly resulted in a high XP build, overall, his actual ability in any one skill or Force power isn't really all that great, except for a small handful. He knows a little about a lot of things, rather than being overly powerful in any one thing.

Also, from understanding, based upon others' comments on these forums, this system is balanced for any level of play from "starting level" to high XP play involving characters with well over 2000 XP+, or even mixed groups covering the entire gamut without any character totally dominating the others.

Is Korath supposed to be a playable PC, or has he "passed on" to NPC status? If it's the latter, utilize the Inquisitor build, cherry pick a few flavorful talents, give him two or three ranks of Adversary and you're there.

I respect your dedication to your character, and I admire your desire to close out his story, but I really can't see even an experienced GM letting you start play with a character anywhere near the power levels you're looking at. You might need to either "reboot" Korath, or place him into mentor-status (statistics immaterial) and let the next generation of characters drive your story forward.

He's intended as a "mentor PC" ; still a player character, at least until he's dealt with his nemesis and his story is "completed", but now in a more "Old Ben" Obi-Wan/Qui Gon Jinn role and level, instead of Luke Skywalker in the OT. He's the "old Veteran", a " master level" character, not a young "knight level" character. I expected him to be high XP to begin with. And, given that I had been playing him for well over five years, under both D6 and D20RCRB, even had I been playing him from scratch under this system, that would result in a 1500-2000 XP character from standard advancement in any campaign that ran that long.

I've also contemplated trying to organize a "high level" (technically mixed level) campaign on these forums involving all of the players' "signature" characters (such as Donovan Morningfire and his namesake character) faithfully converted from the previous systems; also having everyone act as GM on a rotating basis, and with everyone playing both their high level character and a new "starting" character as another player's "apprentice", so that everyone is playing both a Master and an apprentice, but not their own character's apprentice. The only thing preventing that is my limited access to the internet at the moment.

Edited by Tramp Graphics

Tramp, you're a lot more likely to find an EXTREMELY-GENEROUS GM who lets you attach "fated duel" to sentry or seeker if you keep it down to <=2.5 specs worth of talents and <=1000 xp (1200 tops) than you are to find a GM crazy-permissive enough to let you start with a ~2000 xp character.

We've been friends a long time (and I know how stubborn and argumentative you are, and how I had to stop playing in your campaign to keep you as a friend and I still have emotional scars from that, and to everyone else this is not exaggeration/hyperbole or a joke) but despite knowing you as well as I do I'm CONSIDERING offering to GM a few (<=6) solo sessions for you to close the book on Korath, because we are friends and I'm hoping you may be more tolerable as a player than you were as a GM.

Now if you can show me a 1000 xp build, and tell me about the unfinished business that Korath needs to finish, we can continue the discussion about me GMing for you. I know you don't like it, but I'm pretty sure it's the best offer you could get someone to follow through on. I expect anyone else would decide that helping you finish off Korath was too much of a hassle after a one or two sessions (and I'm not sure that I'm not in this category).

You may not need it to have duels, but it fits his character and of all of the Signature Abilities out there, it's the only one that really fits him, and, particularly for future situations, I'd rather have the ability to keep such duels one-on-one, and Guardian is the only career that allows that though this Sig Ability. If you could take any Sig Ability from any Career as long as it applied to a sec within that career, I'd think about taking Sentinel or Seeker as careers, but that's not an option. While I like the Sentry spec overall, I don't think it really fits Korath, and going Sentinel, particularly straight Sentinel only would cost him too many career skills and wouldn't allow Korath the Sig Ability I want him to have, either now or in the future.

Now, as for his Force powers, He's used all of them, and the XP cost is the lowest I can go while still giving him the abilities he's had and earned, and is not an arbitrary number.

I'll continue later. I've got to go.

I'd say that if a straight conversion is leading to ridiculous XP costs, you shouldn't be doing a straight conversion. The fact of the matter is that the systems are balanced very differently, especially when Force-users are involved.

Trying to replicate your character's abilities exactly is going to lead to a character who is likely too powerful to be added to nearly any group. The replication isn't a bad goal in itself, but I've gotten the impression that your goal is "keep playing with this character, but in the FFG system."

My advice for that is thus: you can't switch systems and have a character that plays the same way. It's the narrative that's important, not having matching stats. Take 300 XP, and build someone who fits the spirit of your character. Not all the things he did, but the things that are most important. Try to keep the specs down to two or three.

Half of conversion is adapting the character to fit within the new system's playstyle. You're adapting to fit the mechanics, but not the spirit of the system.

Feel free to ignore all of this if you feel that a faithful reproduction of the character is the most important thing. Stars know I've made characters just to play with the mechanics. But this is one of those situations where you can't have your cake and eat it too—you can make a high-XP character like you have, but you're unlikely to find a group that plays at that level.

If you're okay with that, go ahead and do the thing! We do this for fun, after all. :)

My goal is to both create a faithful reproduction of the character and play him as a PC at least until he has completed his story and defeated his nemesis, Mathis Karr. Until that has been accomplished, I can't "retire" him to pure NPC status. Even if I were to use him in an NPC role at a later date, I'd still rather have full PC stats on him. Not only that, but I'm not familiar enough with the system to even try running it, given that I haven't even played it as a player yet. I'd be foolish to try an run the game if I have no experience with the system as a player.

As for Korath specifically, while this conversion has certainly resulted in a high XP build, overall, his actual ability in any one skill or Force power isn't really all that great, except for a small handful. He knows a little about a lot of things, rather than being overly powerful in any one thing.

Also, from understanding, based upon others' comments on these forums, this system is balanced for any level of play from "starting level" to high XP play involving characters with well over 2000 XP+, or even mixed groups covering the entire gamut without any character totally dominating the others.

Is Korath supposed to be a playable PC, or has he "passed on" to NPC status? If it's the latter, utilize the Inquisitor build, cherry pick a few flavorful talents, give him two or three ranks of Adversary and you're there.

I respect your dedication to your character, and I admire your desire to close out his story, but I really can't see even an experienced GM letting you start play with a character anywhere near the power levels you're looking at. You might need to either "reboot" Korath, or place him into mentor-status (statistics immaterial) and let the next generation of characters drive your story forward.

He's intended as a "mentor PC" ; still a player character, at least until he's dealt with his nemesis and his story is "completed", but now in a more "Old Ben" Obi-Wan/Qui Gon Jinn role and level, instead of Luke Skywalker in the OT. He's the "old Veteran", a " master level" character, not a young "knight level" character. I expected him to be high XP to begin with. And, given that I had been playing him for well over five years, under both D6 and D20RCRB, even had I been playing him from scratch under this system, that would result in a 1500-2000 XP character from standard advancement in any campaign that ran that long.

I've also contemplated trying to organize a "high level" (technically mixed level) campaign on these forums involving all of the players' "signature" characters (such as Donovan Morningfire and his namesake character) faithfully converted from the previous systems; also having everyone act as GM on a rotating basis, and with everyone playing both their high level character and a new "starting" character as another player's "apprentice", so that everyone is playing both a Master and an apprentice, but not their own character's apprentice. The only thing preventing that is my limited access to the internet at the moment.

Tramp I will NEVER again participate in, recommend, or even condone any game where you play the mentor of another player. Subjecting another human being to that is cruel and unusual punishment and I just won't do it. And to everyone else reading this, I am being 100% serious/not joking.

That's the thing, though. If you truly just want to finish up his story, you'd be better off doing it in the original system. I could see a ~2000 XP character being allowed into a game with other ~2000 XP characters. You'll most likely have a hard enough time finding a GM willing to run the end of a story started by another GM without the character being so high-XP.

Just because the system is balanced that high doesn't mean you'll find a GM experienced in balancing it that high, especially if it's not a gradual thing.

It's one of the great rules of gaming: the more specific an idea you're looking for, the less likely you'll be able to find a GM for it.

"I've also contemplated trying to organize a "high level" (technically mixed level) campaign on these forums involving all of the players' "signature" characters (such as Donovan Morningfire and his namesake character) faithfully converted from the previous systems; also having everyone act as GM on a rotating basis, and with everyone playing both their high level character and a new "starting" character as another player's "apprentice", so that everyone is playing both a Master and an apprentice, but not their own character's apprentice. The only thing preventing that is my limited access to the internet at the moment."

I would join in on that, I have a pretty badass 1800 xp character who could not really join any normal game.

I do have concerns how about that kind of game you said you never played this before? How familiar are you with the rules not just building characters?

There's no way to make him a 1000-1200 XP character and keep even half of his original abilities. It would gut him. To continue from my previous post before I had to leave, if I sacrificed Navigator—really any of the Specs—he'd be losing key talents and Force powers he has had, including the "Instinctive Astrogation" (now divided into the Holistic Navigation and Intuitive Navigation Force talents). Now, I'd be willing to sacrifice the FIELD commander, second Command, and Enhanced Leader 15 XP talents from Peacekeeper and move the 15 XP Toughened from Peacekeeper to Navigator, but that still only saves 45 XP. I can't completely sacrifice Peacekeeper without completely losing a Toughened talent, which is important for survival, as well as Leadership as a career skill, and would end up with him having more cross career specs than career specs, though it would save 130 XP, Peacekeeper was one of the specs specifically recommended for him, along with Soresu and Ateru, among others. I could sacrifice Racer, and save 115 XP but some of that would then end up paying for Piloting Space no longer being a career skill.

As for attaching Fated Duel to a Sentinel Spec, I'd rather keep him "by the book legal" even if high XP. I have no problem with a Signature ability being required to be attached to a spec from the career it was written for, I just wish that you didn't have to be that career to do it. It's not a major issue, since Guardian does fit Korath anyway, as much as, if not more than Sentinel. I can always make a different character as a Sentinel.

As for playing him solo, I'd rather try to get a group together with everyone playing similar XP level characters, possibly with you, Donovan, Richard Buxton, Absol, and anyone else interested and who has "signature characters" they played for years, and would like to play again. That was part of the problem with the game I ran with you, with just two people, playing, the GM has to play the rest of the party. I'd rather play him as part of a group of similarly leveled player characters along with their "apprentices". I think that would be more fun.

There's no way to make him a 1000-1200 XP character and keep even half of his original abilities. It would gut him. To continue from my previous post before I had to leave, if I sacrificed Navigator—really any of the Specs—he'd be losing key talents and Force powers he has had, including the "Instinctive Astrogation" (now divided into the Holistic Navigation and Intuitive Navigation Force talents). Now, I'd be willing to sacrifice the FIELD commander, second Command, and Enhanced Leader 15 XP talents from Peacekeeper and move the 15 XP Toughened from Peacekeeper to Navigator, but that still only saves 45 XP. I can't completely sacrifice Peacekeeper without completely losing a Toughened talent, which is important for survival, as well as Leadership as a career skill, and would end up with him having more cross career specs than career specs, though it would save 130 XP, Peacekeeper was one of the specs specifically recommended for him, along with Soresu and Ateru, among others. I could sacrifice Racer, and save 115 XP but some of that would then end up paying for Piloting Space no longer being a career skill.

As for attaching Fated Duel to a Sentinel Spec, I'd rather keep him "by the book legal" even if high XP. I have no problem with a Signature ability being required to be attached to a spec from the career it was written for, I just wish that you didn't have to be that career to do it. It's not a major issue, since Guardian does fit Korath anyway, as much as, if not more than Sentinel. I can always make a different character as a Sentinel.

As for playing him solo, I'd rather try to get a group together with everyone playing similar XP level characters, possibly with you, Donovan, Richard Buxton, Absol, and anyone else interested and who has "signature characters" they played for years, and would like to play again. That was part of the problem with the game I ran with you, with just two people, playing, the GM has to play the rest of the party. I'd rather play him as part of a group of similarly leveled player characters along with their "apprentices". I think that would be more fun.

Take it or leave it mike. And the problem is you being in any position of authority over other people even a fictional position of authority. I will not condone any game where you play a mentor character or are the GM

Hmm. Didn't notice the earlier comment; that definitely changes things. With rotating GMing, I could certainly see things working!

And I'll just be jealous of all y'all who have signature characters, because that sounds like a blast. (I've been wanting for ages to try out a Star Wars game with the Ars Magica-style dynamics.)

Yeah, I'm still rather young, by what seems to be the general age distribution on this forum. I've been gaming since... somewhere between five and seven, so I'm not inexperienced, but it's not hugely long ago that I was hampered by general kiddishness. I don't tend to like thinking of my characters from more than a couple years ago, much less play them, which means... no signature characters for me at all, yet, even non-Star Wars ones. Though a lot of them are somewhat born from the ones that came before, they've never been the same characters.

Though there is Ann Rocha, who I've converted through several systems in the hopes of playing again. She was a pregen at a Stars Without Number con game, randomly generated name and everything, but that con game is still one of my fondest gaming memories. I think she caused a lot of my love for playing the party Face.

Actually, she'd probably work in Star Wars. I might have to wander off to do some converting of my own—maybe I can find somewhere to put her.

"Take it or leave it mike. And the problem is you being in any position of authority over other people even a fictional position of authority. I will not condone any game where you play a mentor character or are the GM"

Elias what is the story behind such a strong opinion?

"Take it or leave it mike. And the problem is you being in any position of authority over other people even a fictional position of authority. I will not condone any game where you play a mentor character or are the GM"

Elias what is the story behind such a strong opinion?

There are many reasons for this strong opinion stemming from a 10 session RCR star wars game that occurred around 2005, Tramp was the GM, I was the only player of my title character Elias Windrider. Elias was started as a first level apprentice to Tramp's 16th level or so GM PC Korrath Lorren (the one he's converting and looking to play again).

One of these is that Tramp has never acknowledged that roleplaying a "tough as nails drill sergeant of a Jedi master" is not a legitimate excuse for berating a player (in character), basically he violated the DBAD rule. In my book "good roleplaying" of a character who is, to put it politely, a jerk, is not a valid excuse for being a jerk to the other people at the gaming table.

also there was also no consistency/pattern to his calls as a GM.

In the first session (before my character met Korrath who we were looking for) we landed on a planet and the pilot (an imperial Jedi friend of Korath npc) was about to open the air lock door, my character stopped him to say should we scan the atmosphere to make sure it's safe, then Tramp had him point out the window and say "didn't you see those people out there, they're fine, it's safe" which he hadn't described before, followed by a slightly sarcastic comment about it being common sense and he would have told me if it wasn't safe.

Later in the same session, my character took a shower and an NPC Zeltron jedi guardian apprentice took my clothes (and the towels) because I didn't tell him I locked the refresher door

either one of those would have been ok, but both together was problematic.

Also in the first session, we where in a cantina, looking for information, an "exceptionally large" muscular human male NPC (who's stats Tramp kept hidden, despite me asking for them, but I correctly figured he was higher level) was picking a fist fight, I saw it coming, he was putting on combat gloves, I told tramp that "I initiate combat and ready an action to punch him if he attacks," Tramp says so you attack him first and I said no (because jedi shouldn't start fights) and I repeated that I was only readying an action to attack if he attacked, which he disallowed despite it being RAW for the system. They higher level character rolled better on initiative and hit me for vitality point damage which tramp described as Elias getting a bloody nose. I used 2 force powers to enhance my attributes, Tramp got 2 rules call wrong which I asked him about because it wasn't how I understood it and he said trust me I know what I'm doing, so I did, and since he said he knew what he was doing and I figured I must have misunderstood the rules I didn't ask about attacks of opportunity which, because Elias had the martial arts feat he should get an attack of opportunity against any character without the martial arts feat who made an unarmed attack against him. Tramp who said he knew what he was doing, didn't give me attacks of opportunity so I figured the character had the martial arts feat. He described my attacks for the next 3 rounds as whiffs, and his which only did vitality point damage to me as getting black eyes etc. And I was nearly or completely out of vitality points which would mean that I was about to start taking wound damage, so I had Elias back way off, said I don't want to hurt you but I will if you force me to, and THEN draw his lightsaber.

Tramp asks "Are you sure you want to do that?" I said "yes. Wait, why are you asking?" he said "no reason." So I go ahead and have Elias draw the lightsaber.

The NPC pulls out a blaster, Elias deflects it into the ceiling he leaves without further violence. Tramp says Elias gets a dark side point I ask why, he says because I pulled out a lightsaber which escalated it to a lethal encounter, and by chaining 3 "rules" together, one of them being his interpretation of the Jedi code (fluff) meant that by drawing a lightsaber I was declaring that my character intended to kill the other guy (despite me having Elias declare otherwise first). I said he wasn't unarmed he has the martial arts feat, he said no he doesn't, I said then how come I didn't get attacks of opportunity against him I should have been winning the fight, he said first I've never used that rule so didn't think of it and you should have known he didn't have martial arts because I was rolling a d6 instead of a d4 for damage (d6 being a stand in for d3 for unarmed opponents but also used for large characters with martial arts, whereas d4 was used by medium characters with martial arts) so you didn't get the attacks of opportunity because you didn't for them, and second you were winning the fight. I said, I didn't ask because you told me you knew what you were doing. He said tough luck it's your own fault for not knowing the rules. Ok then how was Elias winning the fight? Elias hasn't landed a hit on him and he's given me a bloody nose and 2 black eyes. His answer was vitality point damage can be described as either near misses or minor bruises etc. and he had described my vitality point damage attacks against him as misses, and his against me as a bloody nose and 2 black eyes.

Somewhere in there I said d6 could also mean a the character was trained in martial arts and was a large character, and that Tramp had described the guy as being exceptionally larger. His answer was wookiees are also a lot larger than humans and their still medium, I should have know that the exceptionally large human was still a medium character and not a large character. Ok then, even if he didn't have martial arts he was still armed because he was wearing combat gloves, he said combat gloves aren't LETHAL, you drew the first lethal weapon (of course once you're out of vitality points, everything even unarmed attacks against you are "lethal" weapons, but that didn't matter."

Later I got developer clarification about the two force power rules I had questioned Tramp about and he said to trust him on because he knew what he was doing, well he was wrong and I was right about them, but the reason I hadn't asked about the attacks of opportunity was because I figured I didn't know the rules as well as I thought I did and that Tramp did, because he said he knew what he was doing. I explained time Tramp that his rule mistakes had caused me to react the way I did, essentially the universe lied to me and I believed it. His answer was it was fear which was of the dark side that made you over react.

Somewhere in there Tramp says, "It's you're own fault for not changing your action when I gave you the warning." I said you didn't give me a warning, I directly asked you why you asked if I was sure I wanted to draw the lightsaber and you said "no reason." No warning was given because you said there was no reason for you to ask if I was sure. Now 1 DSP really isn't an issue, but I wanted to make sure I didn't happen again so I asked Tramp to either provide me with a list of what actions deserved DSPs OR to give me a real warning as in "if you do that you will get a DSP" at the time. His answer was "he wouldn't do either because it's just common sense and you should already know."

Later in the first session we had to get to another part of the city and there was only one path through an alley to get there. How long will it take to go around, several hours, you're too tired to take the long route. Ok then I'll play along, I still had some trust for him as a GM, but said that I was going to stop every five feet and make an active perception check. I didn't even get to roll one perception check, he said half way down the very long alley there was an intersection and we had been ambushed there, both Elias and the female NPC were hit by blaster fire (we got ambushed by the guy who had picked a fight in the cantina), she went down on the first hit, Elias didn't but was hopelessly out numbered, and Tramp's GMPC swoops in and rescues us.

Also he used a rule about character's not being able to gain more than one level per adventure to short me on XP. He'd have his "adventure" span several sessions, across several planets, etc. etc. I was second or maybe had just turned 3rd level after 10 marathon sessions. He also prevented me from acquiring any credits so I couldn't buy a blaster and prevented me from picking up a blaster off of defeated opponents (they were confiscated by the police as evidence). So apart from a new set of clothes I was stuck with starting gear for 10 sessions. Elias nearly died on Ossus, 3 wounds left after 1 hit think, fighting a bantha with a lightsaber in session 9 I think.

And there is a long list of other grievances that I had against him as a GM (I've blocked most of them out at this point). Not the least of which HE wouldn't even agree to disagree about the DSP in the first session, at the end of session 10 he was still trying to convince me he was in the right, and HE wouldn't stop arguing about it. Tramp proudly says that he'll admit that he made a mistake when he is undeniably wrong. What he doesn't tell you that his definition of DENIABLY wrong is that he is physically capable of saying "I am not wrong" and if you don't agree he won't stop trying to convince you/argue with you about it. And after maybe 5 or so months of him harrassing me about it (including him calling me just to argue about it) I reached my limit, and called him an F-ing moron ("F-ing" being the family friendly version of what I said) over the phone and quit the game.

By the way, he had other players before me, and they lasted one, maybe two session before the quit on him. People have told me that I had the patience of Job (in contexts unrelated to playing star wars with Tramp) but it explains why I lasted 10 sessions with him as my GM and still have emotional scars from it, I didn't have therapy to help me deal with having had Tramp as my GM, but a couple times I thought about it,and no I am not joking about that. Clinically speaking I honestly think I disassociated the time I called Tramp an "F-ing moron," part of me, the part of me that is "me" was completely calm at the time and heard myself yelling it at Tramp over the phone as if someone else was saying it. That is the only time in my life that this has happened to me.

Edited by EliasWindrider

Ah, so this is why my conversion thread was summoned to the surface! It makes sense now.

Okay, reading through the thread again, I see one problem with this conversion: you seem to be hung up on the mechanics of the character when you should be embracing the spirit of the character. A 1-1 conversion will never work, the systems are too wildly different for that to be a reasonable thing. You need to figure out what the core of the character is and rebuild him with FFG rules instead of trying to force the WEG round peg into the FFG square hole.

I'm kind of curious to see what the original character was like. It's tough to say "That's spot on" or "That's too overpowered" without knowing where you are coming from.

Ah, so this is why my conversion thread was summoned to the surface! It makes sense now.

Okay, reading through the thread again, I see one problem with this conversion: you seem to be hung up on the mechanics of the character when you should be embracing the spirit of the character. A 1-1 conversion will never work, the systems are too wildly different for that to be a reasonable thing. You need to figure out what the core of the character is and rebuild him with FFG rules instead of trying to force the WEG round peg into the FFG square hole.

I'm kind of curious to see what the original character was like. It's tough to say "That's spot on" or "That's too overpowered" without knowing where you are coming from.

the original character was uber/overpowered by GM fiat (a GMPC who was favored over the PC)

Ah, so this is why my conversion thread was summoned to the surface! It makes sense now.

Okay, reading through the thread again, I see one problem with this conversion: you seem to be hung up on the mechanics of the character when you should be embracing the spirit of the character. A 1-1 conversion will never work, the systems are too wildly different for that to be a reasonable thing. You need to figure out what the core of the character is and rebuild him with FFG rules instead of trying to force the WEG round peg into the FFG square hole.

I'm kind of curious to see what the original character was like. It's tough to say "That's spot on" or "That's too overpowered" without knowing where you are coming from.

The original D6 (and D20 conversion) are both posted in the first post of this thread. I have done some more work on him this morning to try and reduce his XP total down and have four different versions, all using the Sentry spec replacing one (or more) other specs.

The first one replaces Peacekeeper with Sentinel. Jedi Guardian:

Soresu Defender, Ataru Striker,, Navigator, Artisan, Racer, Sentry

XP: 250

Brawn 2, Agility 3, Intellect 3, Cunning 2, Willpower 3, Presence 3

XP: 90

Skills:

Astrogation* 1, Athletics* 2, Computers* 2, Coordination* 2, Deception 1, Discipline* 1, Leadership 2, Mechanics* 2, Negotiation 1, Perception* 1, Piloting Planetary* 2, Piloting Space* 1, Resilience* 2, Skullduggery 1, Stealth* 2, Streetwise 2, Survival* 1, Vigilance* 1, Brawl *1, Lightsaber* 3, Melee* 2, Ranged light* 2, Ranged Heavy 2, Core Worlds 1, Education* 2, Lore* 1, Outer Rim* 1, Xenology 1,

*Career Skills

XP: 305

Talents:

Soresu Defender:

Parry (2), Improved Parry, Supreme Parry, Toughened (1), Defensive Stance, Soresu Technique, Reflect (2), Improved Reflect, Grit (2), Defensive Circle, Strategic Form, Dedication (Presence)

Signature Ability: Fated Duel

XP: 240

Ataru Striker:

Conditioned (1), Parry (1), Dodge (1), Quick Draw(1), Ataru Technique,

XP: 50

Navigator:

Studious Plotting, Expert Tracker, Shortcut (1), Grit (1), Galaxy Mapper (1), Improved Shortcut, Planet Mapper (1), Preemptive Avoidance, Swift, Uncanny Senses (1), Toughened (1) Holistic Navigation, Intuitive Navigation, Force Rating

XP: 165

Artisan:

Solid Repairs (3), Fine Tuning (1), Grit (1), Inventor, Imbue Item, Intuitive Improvements, Force Rating

XP: 125

Racer:

Skilled Jockey (1), Conditioned (1), Full throttle, Improved Full Throttle, Supreme Full Throttle, Freerunning, Force Rating

XP: 85

Sentry:

Toughened (1), Reflect (2), Grit (1), Uncanny Reactions (1), Saber Throw

XP 50

XP Total: 715

Force Powers:

Battle Mediation :

Magnitude (1) Spend FP to affect # of additional targets = Presence. Per rank of Magnitude

Range (1) Increase Range o Short

Control (1) Make Easy Leadership check as part of Pool, may send simple orders as part of power.

XP: 35

Bind :

Range (2), Affect targets within Long Range

Control (1), Spend FP to move target one range band closer of farther away.

XP: 50

Enhance :

Control (7),:

Enhance Coordination

Enhance Piloting Planetary

Enhance Piloting Space

Ongoing effect: Commit FD to Enhance Agility

Force Leap Horizontally within Short Range

Force Leap Vertically within Short Range

Perform Force Leap as Maneuver instead of Action

Range (1) Increase range o Medium

XP: 75

Farsight : XP: 5

Foresee

Control (1), Roll Foresee as par of Initiative check

XP: 20

Heal/Harm : XP: 15

Influence:

Control (1), Make Opposed Discipline vs Discipline combined with Influence check Spend FP to force target to adopt Emotional state or believe something untrue.

Magnitude (1), Increase # of targets by Magnitude upgrade

Strength, When stressing target, inflicts 2 Strain

Duration (1), Spend FP o increase duration # of additional rounds = Duration

XP: 40

Misdirect :

Control (1) Commit one of more FD and add Setback = FD to all combat checks targeting user

Duration, Commit 2 FD o sustain power while beguiled target within range

Magnitude (1) Spend FP to increase # of additional targets = to Magnitude

XP: 45

Move : Control (3)

Hurl objects at targets making Discipline Check with Move check, deals Damage = Silhouette X 10

Pull Objects from Secure Mountings or someone’s grasp

Fine Manipulation

Range (1), Increase Range to Medium

Strength (2) Increase Silhouette to Sil 2

XP: 65

Protect/Unleash :

Control (2)

Spend Advantage to gain Defense or inflict damage = Advantage rolled

Spend FP to allow power to protect against all types of attack or give attack Ensnare 2

Duration, If no DSP generated FP reduces damage of all attacks hitting target; spend FP to give attack Burn 2

Mastery, LS Force Users may spend 2 FP to reflect all attacks reduced o 0 damage back, dealing damage = to initial attack back to attacker; DS Force Users may spend FP to reduce CR of attacks by 1

Strength (2), Spend FP to Decrease damage taken or increase damage deal by # of Strength upgrades

Magnitude (1) Spend FP to increase # of targets = Magnitude upgrades

XP: 95

Seek :

Control (1) Ongoing Effect Commit FD to upgrade Vigilance and Perception checks

Magnitude (1), Spend FP to gain additional detail per Magnitude upgrade

Strength (1) Spend FP to eliminate one illusion per Str upgrade

XP: 35

Sense :

Control (2)

Ongoing Effect Commit FD once per round when attack targets Force User, upgrade difficulty of attack once

Spend FP to sense current thoughts of one living engaged target

Range (1) Increases range to medium

Duration Senses Ongoing effects may be triggered on e additional time per round

XP: 45

Supress :

Duration Commit FD to sustain effect on each target within range

XP: 15

XP: 540

Total XP: 1900

This build gets Korath down to 1900 XP, however, it also results in an imbalance where he only has one career spec, with five non career specs, three from Sentinel. It's also the most expensive of the new builds.

This version replaces Ataru Striker with Sentry. At 1895, it's only a savings of five XP, but gives a bit more balance as he still has two career specs.

Jedi Guardian:

Soresu Defender, Peacekeeper, Navigator, Artisan, Racer, Sentry

XP: 240

Brawn 2, Agility 3, Intellect 3, Cunning 2, Willpower 3, Presence 3

XP: 90

Skills:

Astrogation* 1, Athletics 2, Computers* 2, Coordination* 2, Deception 1, Discipline* 1, Leadership* 2, Mechanics* 2, Negotiation 1, Perception* 1, Piloting Planetary* 2, Piloting Space* 1, Resilience* 2, Skullduggery 1, Stealth* 2, Streetwise 2, Survival* 1, Vigilance* 1, Brawl *1, Lightsaber* 3, Melee* 2, Ranged light* 2, Ranged Heavy 2, Core Worlds 1, Education* 2, Lore* 1, Outer Rim* 1, Xenology 1,

*Career Skills

XP: 305

Talents:

Soresu Defender:

Parry (3), Improved Parry, Supreme Parry, Toughened (1), Defensive Stance, Soresu Technique, Reflect (2), Improved Reflect, Grit (2), Defensive Circle, Strategic Form, Dedication (Presence)

Signature Ability: Fated Duel

XP: 255

Peacekeeper::

Command (1), Commanding Presence, Toughened (1)

XP: 25

Navigator:

Studious Plotting, Expert Tracker, Shortcut (1), Galaxy Mapper (1), Improved Shortcut, Planet Mapper (1), Preemptive Avoidance, Swift, Uncanny Senses (1), Holistic Navigation, Intuitive Navigation, Force Rating

XP: 150

Artisan:

Solid Repairs (3), Fine Tuning (1), Grit (1), Inventor, Imbue Item, Intituve Improvements, Force Rating

XP: 125

Racer:

Skilled Jockey (1), Conditioned (1), Full throttle, Improved Full Throttle, Supreme Full Throttle, Freerunning, Force Rating

XP: 85

Sentry:

Toughened (1), Reflect (2), Grit (1), Uncanny Reactions (1), Saber Throw, Sleight of Mind, Dodge (1)

XP 80

XP Total: 720

Force Powers:

Battle Mediation :

Magnitude (1) Spend FP to affect # of additional targets = Presence. Per rank of Magnitude

Range (1) Increase Range o Short

Control (1) Make Easy Leadership check as part of Pool, may send simple orders as part of power.

XP: 35

Bind :

Range (2), Affect targets within Long Range

Control (1), Spend FP to move target one range band closer of farther away

XP: 50

Enhance :

Control (7),:

Enchance Coordination

Enhance Piloting Planetary

Enhance Piloting Space

Ongoing effect: Commit FD to Enhance Agility

Force Leap Horizontally within Short Range

Force Leap Vertically within Short Range

Perform Force Leap as Maneuver instead of Action

Range (1) Increase range o Medium

XP: 75

Farsight : XP: 5

Foresee

Control (1), Roll Foresee as par of Initiative check

XP: 20

Heal/Harm : XP: 15

Influence:

Control (1), Make Opposed Discipline vs Discipline combined with Influence check Spend FP to force target to adopt Emotional sate or believe something untrue.

Magnitude (1), Increase # of targets by Magnitude upgrade

Strength, When stressing target, inflicts 2 Strain

Duration (1) Spend FP o increase duration # of additional rounds = Duration

XP: 40

Misdirect :

Control (1) Commi one of more FD and add Setback = FD to all combat checks targeting user

Duration, Commit 2 FD o sustain power while beguiled target within range

Magnitude (1) Spend FP to increase # of additional targets = to Magnitude

XP: 45

Move : Control (3)

Hurl objects at targets making Discipline Check with Move check, deals Damage = Silhouette X 10

Pull Objecs from Secure Mountings or someone’s grasp

Fine Manipulaion

Range (1), Increase Range to Medium

Strength (2) Increase Silhouette to Sil 2

XP: 65

Protect/Unleash :

Control (2)

Spend Advantage to gain Defense or inflict damage = Advantage rolled

Spend FP to alow power to protect gainst all types of attack or give attack Ensnare 2

Duration, If no DSP generated FP reduces damage of all attacks hitting target; spend FP to give attack Burn 2

Mastery, LS Force Users may spend 2 FP to relfec all attacks reduced o 0 damage back, dealing damage = o initial attack back to attacker; DS Force Users may spend FP to reduce CR of attacks by 1

Strength (2), Spend FP to Decrease damage taken or incrase damage deal by # of Strength upgrades

Magnitude (1) Spend FP to increase # of targets = Magnitude upgrades

XP: 95

Seek :

Control (1) Ongoing Effect Commit FD to upgrade Vigilance and Perception checks

Magnitude (1), Spend FP to gain additional detail per Magnitude upgrade

Strength (1) Spend FP to eliminate one illusion per Str upgrade

XP: 35

Sense :

Control (2)

Ongoing Effect Commit FD once per round when attack targets Force User, upgrade difficulty of attack once

Spend FP to sense current thoughts of one living engaged target

Range (1) Increases range to medium

Duration Senses Ongoing effects may be triggered on e additional time per round

XP: 45

Supress :

Duration Commit FD to sustain effect on each target within range

XP: 15

XP: 540

Total XP: 1895

This build replaces Ataru with Sentry and Peacekeeper with Armorer. This saves me another 15 XP (but only by sacrificing my 10 XP rank in Solid Repairs from Artisan, otherwise it's only a 5 XP savings), though I lose Leadership as a career skill with no replacement. It does, however, give me Gearhead and another rank in Inventor, as well as another rank in Grit. so it balances out.

Jedi Guardian:

Soresu Defender, Armorer, Navigator, Artisan, Racer, Sentry

XP: 240

Brawn 2, Agility 3, Intellect 3, Cunning 2, Willpower 3, Presence 3

XP: 90

Skills:

Astrogation* 1, Athletics 2, Computers* 2, Coordination* 2, Deception 1, Discipline* 1, Leadership 2, Mechanics* 2, Negotiation 1, Perception* 1, Piloting Planetary* 2, Piloting Space* 1, Resilience* 2, Skullduggery 1, Stealth* 2, Streetwise 2, Survival* 1, Vigilance* 1, Brawl *1, Lightsaber* 3, Melee* 2, Ranged light* 2, Ranged Heavy 2, Core Worlds 1, Education* 2, Lore* 1, Outer Rim* 1, Xenology 1,

*Career Skills

XP: 315

Talents:

Soresu Defender:

Parry (3), Improved Parry, Supreme Parry, Toughened (1), Defensive Stance, Soresu Technique, Reflect (2), Improved Reflect, Grit (2), Defensive Circle, Strategic Form, Dedication (Presence)

Signature Ability: Fated Duel

XP: 255

Armorer::

Grit (1), Gearhead (1), Toughened (1), Inventor (1)

XP: 20

Navigator:

Studious Plotting, Expert Tracker, Shortcut (1), Galaxy Mapper (1), Improved Shortcut, Planet Mapper (1), Preemptive Avoidance, Swift, Uncanny Senses (1), Holistic Navigation, Intuitive Navigation, Force Rating

XP: 150

Artisan:

Solid Repairs (2), Fine Tuning (1), Inventor, Imbue Item, Intuitive Improvements, Force Rating

XP: 105

Racer:

Skilled Jockey (1), Conditioned (1), Full throttle, Improved Full Throttle, Supreme Full Throttle, Freerunning, Force Rating

XP: 85

Sentry:

Toughened (1), Reflect (2), Grit (1), Uncanny Reactions (1), Saber Throw, Sleight of Mind, Dodge (1)

XP 80

XP Total: 695

Force Powers:

Battle Mediation :

Magnitude (1) Spend FP to affect # of additional targets = Presence. Per rank of Magnitude

Range (1) Increase Range o Short

Control (1) Make Easy Leadership check as part of Pool, may send simple orders as part of power.

XP: 35

Bind :

Range (2), Affect targets within Long Range

Control (1), Spend FP to move target one range band closer of farther away

XP: 50

Enhance :

Control (7),:

Enhance Coordination

Enhance Piloting Planetary

Enhance Piloting Space

Ongoing effect: Commit FD to Enhance Agility

Force Leap Horizontally within Short Range

Force Leap Vertically within Short Range

Perform Force Leap as Maneuver instead of Action

Range (1) Increase range to Medium

XP: 75

Farsight : XP: 5

Foresee

Control (1), Roll Foresee as par of Initiative check

XP: 20

Heal/Harm : XP: 15

Influence:

Control (1), Make Opposed Discipline vs Discipline combined with Influence check Spend FP to force target to adopt Emotional sate or believe something untrue.

Magnitude (1), Increase # of targets by Magnitude upgrade

Strength, When stressing target, inflicts 2 Strain

Duration (1) Spend FP o increase duration # of additional rounds = Duration

XP: 40

Misdirect :

Control (1) Commit one of more FD and add Setback = FD to all combat checks targeting user

Duration, Commit 2 FD o sustain power while beguiled target within range

Magnitude (1) Spend FP to increase # of additional targets = to Magnitude

XP: 45

Move : Control (3)

Hurl objects at targets making Discipline Check with Move check, deals Damage = Silhouette X 10

Pull Objects from Secure Mountings or someone’s grasp

Fine Manipulation

Range (1), Increase Range to Medium

Strength (2) Increase Silhouette to Sil 2

XP: 65

Protect/Unleash :

Control (2)

Spend Advantage to gain Defense or inflict damage = Advantage rolled

Spend FP to allow power to protect against all types of attack or give attack Ensnare 2

Duration, If no DSP generated FP reduces damage of all attacks hitting target; spend FP to give attack Burn 2

Mastery, LS Force Users may spend 2 FP to reflect all attacks reduced o 0 damage back, dealing damage = o initial attack back to attacker; DS Force Users may spend FP to reduce CR of attacks by 1

Strength (2), Spend FP to Decrease damage taken or increase damage deal by # of Strength upgrades

Magnitude (1) Spend FP to increase # of targets = Magnitude upgrades

XP: 95

Seek :

Control (1) Ongoing Effect Commit FD to upgrade Vigilance and Perception checks

Magnitude (1), Spend FP to gain additional detail per Magnitude upgrade

Strength (1) Spend FP to eliminate one illusion per Str upgrade

XP: 35

Sense :

Control (2)

Ongoing Effect Commit FD once per round when attack targets Force User, upgrade difficulty of attack once

Spend FP to sense current thoughts of one living engaged target

Range (1) Increases range to medium

Duration Senses Ongoing effects may be triggered on e additional time per round

XP: 45

Supress :

Duration Commit FD to sustain effect on each target within range

XP: 15

XP: 540

Total XP: 1880

This one is the cheapest at 1835. However, like the first build, I end up with only a single career spec from Guardian and three from Sentinel. Not an ideal situation to say the least.

Jedi Guardian:

Soresu Defender, Navigator, Artisan, Racer, Sentry

XP: 180

Brawn 2, Agility 3, Intellect 3, Cunning 2, Willpower 3, Presence 3

XP: 90

Skills:

Astrogation* 1, Athletics 2, Computers* 2, Coordination* 2, Deception 1, Discipline* 1, Leadership 2, Mechanics* 2, Negotiation 1, Perception* 1, Piloting Planetary* 2, Piloting Space* 1, Resilience* 2, Skullduggery 1, Stealth* 2, Streetwise 2, Survival* 1, Vigilance* 1, Brawl *1, Lightsaber* 3, Melee* 2, Ranged light* 2, Ranged Heavy 2, Core Worlds 1, Education* 2, Lore* 1, Outer Rim* 1, Xenology 1,

*Career Skills

XP: 315

Talents:

Soresu Defender:

Parry (3), Improved Parry, Supreme Parry, Toughened (1), Defensive Stance, Soresu Technique, Reflect (2), Improved Reflect, Grit (2), Defensive Circle, Strategic Form, Dedication (Presence)

Signature Ability: Fated Duel

XP: 255

Navigator:

Studious Plotting, Expert Tracker, Shortcut (1), Grit (1), Galaxy Mapper (1), Improved Shortcut, Planet Mapper (1), Preemptive Avoidance, Swift, Uncanny Senses (1), Ttoughened (1) Holistic Navigation, Intuitive Navigation, Force Rating

XP: 165

Artisan:

Solid Repairs (3), Fine Tuning (1), Grit (1), Inventor, Imbue Item, Intuitive Improvements, Force Rating

XP: 125

Racer:

Skilled Jockey (1), Conditioned (1), Full throttle, Improved Full Throttle, Supreme Full Throttle, Freerunning, Force Rating

XP: 85

Sentry:

Toughened (1), Reflect (2), Grit (1), Uncanny Reactions (1), Saber Throw, Sleight of Mind, Dodge (1)

XP 80

XP Total: 710

Force Powers:

Battle Mediation :

Magnitude (1) Spend FP to affect # of additional targets = Presence. Per rank of Magnitude

Range (1) Increase Range o Short

Control (1) Make Easy Leadership check as part of Pool, may send simple orders as part of power.

XP: 35

Bind :

Range (2), Affect targets within Long Range

Control (1), Spend FP to move target one range band closer of farther away.

XP: 50

Enhance :

Control (7),:

Enhance Coordination

Enhance Piloting Planetary

Enhance Piloting Space

Ongoing effect: Commit FD to Enhance Agility

Force Leap Horizontally within Short Range

Force Leap Vertically within Short Range

Perform Force Leap as Maneuver instead of Action

Range (1) Increase range o Medium

XP: 75

Farsight : XP: 5

Foresee

Control (1), Roll Foresee as par of Initiative check

XP: 20

Heal/Harm : XP: 15

Influence:

Control (1), Make Opposed Discipline vs Discipline combined with Influence check Spend FP to force target to adopt Emotional state or believe something untrue.

Magnitude (1), Increase # of targets by Magnitude upgrade

Strength, When stressing target, inflicts 2 Strain

Duration (1), Spend FP o increase duration # of additional rounds = Duration

XP: 40

Misdirect :

Control (1) Commit one of more FD and add Setback = FD to all combat checks targeting user

Duration, Commit 2 FD o sustain power while beguiled target within range

Magnitude (1) Spend FP to increase # of additional targets = to Magnitude

XP: 45

Move : Control (3)

Hurl objects at targets making Discipline Check with Move check, deals Damage = Silhouette X 10

Pull Objects from Secure Mountings or someone’s grasp

Fine Manipulation

Range (1), Increase Range to Medium

Strength (2) Increase Silhouette to Sil 2

XP: 65

Protect/Unleash :

Control (2)

Spend Advantage to gain Defense or inflict damage = Advantage rolled

Spend FP to allow power to protect against all types of attack or give attack Ensnare 2

Duration, If no DSP generated FP reduces damage of all attacks hitting target; spend FP to give attack Burn 2

Mastery, LS Force Users may spend 2 FP to reflect all attacks reduced o 0 damage back, dealing damage = o initial attack back to attacker; DS Force Users may spend FP to reduce CR of attacks by 1

Strength (2), Spend FP to Decrease damage taken or increase damage deal by # of Strength upgrades

Magnitude (1) Spend FP to increase # of targets = Magnitude upgrades

XP: 95

Seek :

Control (1) Ongoing Effect Commit FD to upgrade Vigilance and Perception checks

Magnitude (1), Spend FP to gain additional detail per Magnitude upgrade

Strength (1) Spend FP to eliminate one illusion per Str upgrade

XP: 35

Sense :

Control (2)

Ongoing Effect Commit FD once per round when attack targets Force User, upgrade difficulty of attack once

Spend FP to sense current thoughts of one living engaged target

Range (1) Increases range to medium

Duration Senses Ongoing effects may be triggered on e additional time per round

XP: 45

Supress :

Duration Commit FD to sustain effect on each target within range

XP: 15

XP: 540

Total XP: 1835

Now, theoretically, I could switch to Sentinel, and save about 50 or so XP more , but I'd permanently lose access to Fated Duel and don't have nearly enough talents in any of the Sentinel trees to qualify for the Sentinel Signature Abilities, none of which really fit Korath anyway.Thus, it's to my advantage to stick with Guardian as his career (since that would be what he started out as). I could sacrifice Fated Duel for now, to save the extra 30 XP, but is it worth it, given his history for only 30 XP? Thus, the question comes down to do I keep the "cheapest" build even though it's seriously unbalanced in terms of career to non-career specs, or go with one of the two "more balanced" builds with Guardian still having two specs?

Edited by Tramp Graphics

"I've also contemplated trying to organize a "high level" (technically mixed level) campaign on these forums involving all of the players' "signature" characters (such as Donovan Morningfire and his namesake character) faithfully converted from the previous systems; also having everyone act as GM on a rotating basis, and with everyone playing both their high level character and a new "starting" character as another player's "apprentice", so that everyone is playing both a Master and an apprentice, but not their own character's apprentice. The only thing preventing that is my limited access to the internet at the moment."

I would join in on that, I have a pretty badass 1800 xp character who could not really join any normal game.

I do have concerns how about that kind of game you said you never played this before? How familiar are you with the rules not just building characters?

Just been reading the rules. Unfortunately, I haven't had the opportunity to do any role-playing games in over a decade. :( As such, I'm really not qualified to run a game under these rules, and as Elias mentioned, I don't consider myself a "good" GM, though mostly from lack of experience, I much prefer playing.

I'd definitely be interested in seeing that character.

you know if Korath ever got seriously injured he could use the "batlle scars" rules in the back of Forged In Battle (soldier book from AoR) to get up to 3 (out of spec) talents for cheap xp without having, certain talents are associated with certain types of wounds/scars though.

xp cost is associated with the severity of the critical injury

easy => 20 xp

average => 15 xp

Hard => 10 xp

Daunting => 5 xp

Impressive Scar

Critical injuries: Discouraging Wound, Fearsome Wound, Crippled, Gruesome Injury

talents: Commanding presence, confidence, intimidating, steely nerves, street smarts

Head Trauma

Critical Injuries: Stunned, Head Ringer, Slightly Dazed, Scattered Senses, Blinded, Knocked Senseless, Gruesome Injury

Talents: Grit, Hard Headed, Heightened Awareness, Resolve, Sixth Sense

What Doesn't Kill Me

Critical Injuries: Agonizing Wound, Hamstrung, Compromised, Horrific Injury, Bleeding Out

Talents: Blooded, Confidence, Durable, Rapid Recovery, Second Wind, Toughened

Close Call

Critical Injuries: Bowled Over, Winded, Temporarily Lame, Bleeding Out

Talents: Defensive Stance, Dodge, Jump Up, Rapid Reaction, Spare Clip, Time to Go

look at the critical hit table in the core book to see their severity and whether the injury inflicts a lasting detriment.

The "sixth sense" and Heightened Awareness, Rapid Reaction, and Time to Go, talents could thematically stand in for force powers, and you might want commanding presence for another reason. Personally I think of Tramp and by extension Korath as being Hard Headed

I think Bleeding out is the least bad of the daunting critical injuries (no lasting consequences if you survive, so as long as someone was there to safe your life or you could heal yourself through the force, not a bad option)

crippled, horrific injury, and temporarily lame are hard critical injuries with no lasting consequences after you heal.

knocked senseless is a hard critical injury that staggers you to the end of the encounter (being knocked senseless to pick up sixth sense for 10 xp is a pretty good deal in my book)

the average and easy critical injuries don't have effects that last beyond the end of the encounter but you'd pay 15/20 xp for the talents

Edited by EliasWindrider

you know if Korath ever got seriously injured he could use the "batlle scars" rules in the back of Forged In Battle (soldier book from AoR) to get up to 3 (out of spec) talents for cheap xp without having, certain talents are associated with certain types of wounds/scars though.

xp cost is associated with the severity of the critical injury

easy => 20 xp

average => 15 xp

Hard => 10 xp

Daunting => 5 xp

Impressive Scar

Critical injuries: Discouraging Wound, Fearsome Wound, Crippled, Gruesome Injury

talents: Commanding presence, confidence, intimidating, steely nerves, street smarts

Head Trauma

Critical Injuries: Stunned, Head Ringer, Slightly Dazed, Scattered Senses, Blinded, Knocked Senseless, Gruesome Injury

Talents: Grit, Hard Headed, Heightened Awareness, Resolve, Sixth Sense

What Doesn't Kill Me

Critical Injuries: Agonizing Wound, Hamstrung, Compromised, Horrific Injury, Bleeding Out

Talents: Blooded, Confidence, Durable, Rapid Recovery, Second Wind, Toughened

Close Call

Critical Injuries: Bowled Over, Winded, Temporarily Lame, Bleeding Out

Talents: Defensive Stance, Dodge, Jump Up, Rapid Reaction, Spare Clip, Time to Go

look at the critical hit table in the core book to see their severity and whether the injury inflicts a lasting detriment.

The "sixth sense" and Heightened Awareness, Rapid Reaction, and Time to Go, talents could thematically stand in for force powers, and you might want commanding presence for another reason. Personally I think of Tramp and by extension Korath as being Hard Headed

I think Bleeding out is the least bad of the daunting critical injuries (no lasting consequences if you survive, so as long as someone was there to safe your life or you could heal yourself through the force, not a bad option)

crippled, horrific injury, and temporarily lame are hard critical injuries with no lasting consequences after you heal.

knocked senseless is a hard critical injury that staggers you to the end of the encounter (being knocked senseless to pick up sixth sense for 10 xp is a pretty good deal in my book)

the average and easy critical injuries don't have effects that last beyond the end of the encounter but you'd pay 15/20 xp for the talents

Well, the only thing that would qualify, (and which I've chosen to repeal for the "new canon") was back in D6, some psycho "mad scientist:" had once captured him and decided to amputate and dissect his left hand and replace it with a prosthetic for S&Gs. It was a pointless thing the GM had done which really served nothing in the campaign. Other than that and surviving the destruction of a space station by being making it into an airlock which remained intact,from the last game where I actually played him as a proper PC there weren't any situations where he even came close to a "critical" injury as defined by these rules.

Mildly off-topic, but I'd like to thank y'all for inspiring me to dig Ann out again. I really did love her—she had no skills relevant to the game she was in, but she had psionic powers, ingenuity, and networking. Managed to turn a "why are you stealing our ship" boss fight into a job offer. Also managed to telekinetically grab an incredibly terrifying gun out of an enemy's hands in the big fight against the pirates or mercenaries or whoever they were. No combat skills whatsoever, but she never missed a shot with that thing.

*cough*

Sorry. Got carried away rambling about the game, didn't I? Anyway, it was nice to bring her out again. :)

you know if Korath ever got seriously injured he could use the "batlle scars" rules in the back of Forged In Battle (soldier book from AoR) to get up to 3 (out of spec) talents for cheap xp without having, certain talents are associated with certain types of wounds/scars though.

xp cost is associated with the severity of the critical injury

easy => 20 xp

average => 15 xp

Hard => 10 xp

Daunting => 5 xp

Impressive Scar

Critical injuries: Discouraging Wound, Fearsome Wound, Crippled, Gruesome Injury

talents: Commanding presence, confidence, intimidating, steely nerves, street smarts

Head Trauma

Critical Injuries: Stunned, Head Ringer, Slightly Dazed, Scattered Senses, Blinded, Knocked Senseless, Gruesome Injury

Talents: Grit, Hard Headed, Heightened Awareness, Resolve, Sixth Sense

What Doesn't Kill Me

Critical Injuries: Agonizing Wound, Hamstrung, Compromised, Horrific Injury, Bleeding Out

Talents: Blooded, Confidence, Durable, Rapid Recovery, Second Wind, Toughened

Close Call

Critical Injuries: Bowled Over, Winded, Temporarily Lame, Bleeding Out

Talents: Defensive Stance, Dodge, Jump Up, Rapid Reaction, Spare Clip, Time to Go

look at the critical hit table in the core book to see their severity and whether the injury inflicts a lasting detriment.

The "sixth sense" and Heightened Awareness, Rapid Reaction, and Time to Go, talents could thematically stand in for force powers, and you might want commanding presence for another reason. Personally I think of Tramp and by extension Korath as being Hard Headed

I think Bleeding out is the least bad of the daunting critical injuries (no lasting consequences if you survive, so as long as someone was there to safe your life or you could heal yourself through the force, not a bad option)

crippled, horrific injury, and temporarily lame are hard critical injuries with no lasting consequences after you heal.

knocked senseless is a hard critical injury that staggers you to the end of the encounter (being knocked senseless to pick up sixth sense for 10 xp is a pretty good deal in my book)

the average and easy critical injuries don't have effects that last beyond the end of the encounter but you'd pay 15/20 xp for the talents

Well, the only thing that would qualify, (and which I've chosen to repeal for the "new canon") was back in D6, some psycho "mad scientist:" had once captured him and decided to amputate and dissect his left hand and replace it with a prosthetic for S&Gs. It was a pointless thing the GM had done which really served nothing in the campaign. Other than that and surviving the destruction of a space station by being making it into an airlock which remained intact,from the last game where I actually played him as a proper PC there weren't any situations where he even came close to a "critical" injury as defined by these rules.

it's virtually impossible that he didn't have at least a easy or average critical injury, for example stunned (easy, staggered until the end of you next turn), bowled over (average, knocked over and suffer 1 strain), winded (average, can't voluntarily suffer strain to activate abilities or gain aditional maneuvers until the end of the encounter). if you ever took a nasty fall you could be knocked senseless until the end of the encounter (the fall could even end the encounter)

Edited by EliasWindrider