Interest Check: Clone Wars PBP

By Rakaydos, in Star Wars: Force and Destiny RPG

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. :P

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.

System: FFG Star Wars (Force and Destiny characters stuck in an Age of Rebelion story)
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)
  • 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

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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."

*raises hand*

I suppose that I am interested, although the Move nerf makes me somewhat wary, although it's not even that significant a change, and I would most likely not focus on Force Powers (for the most part, I think).

I'm interested. Perhaps a Sentinel-Artisan of some description. So mechanics, computers and that sort of stuff.

Edited by Kymrel

Ugh, was going to go a Shadow->Ataru->Artisan route, at least taking the Computers as a 'specialty'. Nevertheless, I don't mind overlapping competences, and it will be other people who will decide whether that is to be accepted.

I suppose that I am interested, although the Move nerf makes me somewhat wary, although it's not even that significant a change, and I would most likely not focus on Force Powers (for the most part, I think).

Dont forget the stealth buff vs Vehicals- Move still does 10 character scale damage per sillouette of the thrown object, and vehical armor now only stops 5 damage per point of armor.

Well, since there is another player interested in the same setup I had in mind I reversed course.

My submission: Ando Peel - Consular (Sage/Niman) - A Face-character with somewhat rounded abilities.

I'll add some background and more details if he gets accepted.

Edited by Kymrel

It is worth noting that it is very hard to build more than a bare-bones character with the restrictions in place. 50 extra XP might allow us to create more rounded characters without making them much more powerful.

Also, 9500 credits is very tight indeed when a basic lightsaber costs 9300 and concealing robes set you back 150. Leaving 50 to buy whatever else you might need -_-

Since we will apparently all be playing padawans with lightsabers, perhaps everyone could start with a basic kit, including a Lightsaber, Robes, that Jedi utility-belt-thingy and 500-ish credits?

Edited by Kymrel

I would probably go down the heavy force mastery spec probably sage or a healer spec

I'm interested as long as someone explains what fish out of water means as a play style.

Marco...... Polo.... Marco.... Polo..... *dripping noises* FISH OUTA WATTER *SPALSH* no I'm not.

Means that we will be taken out of our overall objective as jedi during clone wars period if I'm reading that correctly there would be few examples where more than 3-5 jedi would be doing something other than leading a large invasion force.

Ok then I'm thinking of going Armorer/Sii Cho Knight.

I'm interested as long as someone explains what fish out of water means as a play style.

Fish out of water... whatever you were ready for, this wasnt it. Mistakes will be made, and it will be hilarious.

Edited by Rakaydos

Can I buy the Cresh Luck armor or am I only allowed to wear Jedi robes?

I didn't buy any jedi robes. Zi doctaer vill zee you *snaps on some surgical gloves *

Can I buy the Cresh Luck armor or am I only allowed to wear Jedi robes?

If you can afford it after getting your crystal, go for it.

I believe the basic Lightsaber comes with an Ilum crystal if it costs 9300c since the crystal costs 9000.

Well here is my sheet http://swsheets.com/c/4t1jlhs6d-kor-mon-tan

If I need to make any changes tell me.

Looks like it works out.

I've got sheets from Shimblante and Kymrel. Tassidar, is that supposed to be a sheet? because I cant read anything there.

Anyone else?

Dont forget the Influence basic power.

Your Campaign concept really captured me, the restrictions on PC creation seemed like a very interesting challenge. I seriously doubt I have time to join the group as I don't want the games I'm GMing to be neglected. So here is a character created using your rules for your viewing pleasure, but not really for me to play.

http://swsheets.com/c/7m2zs5ysl-vernin--the-ove

I do agree that a bit more XP would really help, the Force Powers had to be ignored unfortunately and I think the Influence power would have been fantastic to get deeper into. This is definitely a character who does bad things for a good cause, balancing on a knifes edge of falling to the dark side. Becoming too aggressive or seeing chances of personal gain could easily bring his downfall.

Edited by Richardbuxton

I notice people are complaining about a lack of XP for force powers, at the same time they throw 70+ XP into stats... food for thought...

It's pretty common to throw initial XP into bumping attributes, and you've put some pretty stringent guidelines in place as to how someone is to build a character. You've made it so people have to spread themselves incredibly thin to hit all of your requirements. The bare minimum someone would spend to hit your build is 130 XP, that's assuming a beeline for FR 2 and picking up a 5 XP parry or reflect. That leaves 20 for any force power upgrades or not having a direct route to FR 2. And people are going to use starting XP to boost attributes because it's the only time you can do so relatively easily and have some degree of competency as a starting character.

I don't think anyone complained. They're just giving you feedback.

Good luck with your game.

EDIT: It looks like there are select specs where you can snag a 20 XP FR 2, so in a few limited cases you'd have 25 more XP to play with than in my above estimation. Still not a lot of room for building a character from a backstory, rather than making a backstory fit a set of stats on a page.

Edited by sonovabith

Well stats can't be upgraded trough xp ever again, so you should at least spend 70xp to bump up stats. They also determine how your character is going to approach stuff more than force powers. Even force powers need Discipline to cast at times which means if you don't have good discipline and willpower your probably not taking some of the really high level powers. I personally am going after sense and enhance then going into becoming a tank in both firepower and survivability.