As Padawons, you've all had your share of excitement by your Masters sides, but since the Separatists declared war and the Jedi Order named military commanders, there's been several unfortunate incidents where jedi have, for the best moral reasons, made catastrophic military mistakes the Sepratiss have been abe to exploit. In this light, Knights and Padawons are being cycled though a sort of “basic training” to learn the fundamentals before they lead clones into battle. Your masters will be doing other missions while you are being trained. Nothing could possibly go wrong.
Based on the AoR adventure "Onslaught at Arda", I've thrown in enough differences that prior knowledge of the adventure is not disqualifying.
Characters are Knight Level characters who are padawons of the jedi order, between the ages of Clone Wars Ahsoka and TPM Obi Wan. There are a number of required purchases, however, so don't go maxxing out a saber tree until you read them and figure out how you're filling them.
Remember that B1 battledroids (and stormtroopers in regular F&D) are Minions who take strain from disadvantages as wounds- you don't need "improved Reflect" to kill them with reflected blaster bolts, only a few upgrades in the Sence tree.
Player Count: ~8
Style of Play: fish out of water
Allowed Content:
All FFG material
Unofficial species compendium with approval
Character Creation:
- Experience: Racial XP + Morality bonus (if any) and +150 that cannot be used on base stats (brawn, reflex, ect)
- Wealth: 9500c + Morality bonus (if any) (ignore the rarity and restriction of lightsber crystals)
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Required purchaces:
As members of the Jedi order, there are certian expectations you will have had to meet, which work out to baseline capability in a wide variety of fields. This WILL take the vast majority of your extra XP to meet, but how you meet it is entirely up to you.
- You must have bought at least one "Force Rating +1" talent. Jedi who only have the potential for FR1 are washed out to join the Agricorps, and that was not you. (except for saber trees, you can do this with pretty much any Force and Destiny specialization)
- Jedi are trained in lightsaber defense, thought their actual proficiency varies from individual to individual. You must purchase at least 1 "reflect" or "Parry" talent. (actual ranks in lightsaber skill is unnecessary) This will almost certainly require purchasing a second tree, as so far only Nimian Disciple and Protector have both FR2 and Parry/reflect.
- Baseline capability in the core "Jedi" powers- You must have purchased the basic powers for Sence, Enhance, Influence, and Move. (if you learned from a Master, as is normal in the jedi order, this only ends up costing 20 XP, though you may want to spend more on some of them for extra capabilities)
- Class skill or not, your training in the Temple has forced you to pick up at least 1 rank each of Discipline and Knowledge: Lore.
Houserules
Vehical scale
Vehicals of sillouette 1 through 4 do x5 damage to character scale targets instead of x10, and receive 1/5 damage instead of 1/10. Double all hull and system strain values for sil 1-4 vessels. Sil 5+ Capital scale ships are still x10, and do double damage to (and receve half from) Vehicals.
Force Seek Nerf
You must have some kind of recent connection to the seek target- a belonging, a hair, something more significant than a memory, which is all the power in the book requires. You know how this psychic power supposed to work.
No Force Unleashed Move power
The maximum sillouette you can lift with the move power is the same as your number of Move: Strength upgrades. Each pip spent only increases the object size by 1 sillouette. You need the Control power to make attacks (either thrown objects or "force slam") with Move object, otherwise it's just large slowly moving objects getting in people's way. And living creatures have a chance to resist being directly lifted, depending on the situation.
True Aim nerf
The True Aim action no longer gains the blue die from "aiming normally."