RotJ-era Luke

By Underachiever599, in Star Wars: Edge of the Empire RPG

2 hours ago, Jedi Ronin said:

Interesting - I've never heard that before. I've always thought the guard was bringing his own hand up like someone was choking him. It could have been a mind trick though. Don't have his stat block in front of me now but I'd add Enhance with a bunch of it's upgrades.

His current stat block does include Enhance. I believe he has the upgrades for Leap and for Piloting/Gunnery checks

32 minutes ago, Underachiever599 said:

His current stat block does include Enhance. I believe he has the upgrades for Leap and for Piloting/Gunnery checks

Looking at it now - he's got Enhance with Coordination, Piloting (Planetary), Piloting (Space) upgrades.

As well as upgrades for Foresee and Sense. He also has the base Move.

So adding Influence to the mix makes sense. I'd add some upgrades to Move as well (Yoda has to have improved that!).

I think the rest of your suggestions are right on.

Edited by Jedi Ronin
4 hours ago, Underachiever599 said:

I don't recall any of the novelizations actually describing him as Force Choking them.

It's been years since I read it, but my recollection of the original novelization was that it explicitly stated that he was choking them. The reason it sticks in my mind is because it went on to say that he released them after he went by, and I was kinda surprised that the movie didn't depict that.

This is why I don't make fun of other people for double-posting.

Edited by Vorzakk
22 hours ago, Tramp Graphics said:

Remember, though, that he went to “attack” Palpatine in order to protect the Republic from Sith domination.

Don't worry! If you ask me, it only makes look more upstanding and honest when you twist the meaning of words to justify anything the designated good guys do!

I've now finalized the stats I plan to use for "Luke Skywalker, Jedi Knight" in an upcoming mini-campaign, and updated the original post in this thread accordingly. This is the first time I'll be heavily using an existing iconic character as the party's mentor, and I'm curious to see how it will go. I've used iconic characters many times in the past (The party was killed by Darth Vader in the finale of one campaign, and [wisely] fled upon seeing Grievous in my current Clone Wars campaign. They've also received missions from and made reports to the Jedi Council on more than one occasion.), but this is the first time I'll be having an iconic character interacting with them throughout each session.

While I'll be trying to make sure Luke doesn't take the spotlight from the players, there will be a couple sessions where it would make sense for Luke to be fighting side-by-side with the players (probably no more than one encounter for every two or three sessions). This was my driving motivation behind getting Luke statted out, and I'm glad FFG made it easy by providing RotJ Luke's lightsaber, and a solid foundation with Commander Skywalker in A&A.

For a quick rundown of the changes: For attributes, he's sitting at 342354. I bumped up his Wound to 16 and Strain to 18 (coincidentally, identical to Rise of the Separatists Kenobi), upped a lot of his skills (he went from three 1s, seven 2s, five 3s, and one 4 into four 2s, seven 3s, four 4s, and one 5.), gave him Ataru Technique, upped his Force Rating to 5, Improved Parry & Improved Reflect both at 4, the Force Leap and Sense upgrades from pg. 98 of Rise of the Separatists, a watered down version of Old Ben's Influence from pg. 24 of A&A, and the ability to Move silhouette 2 up to medium range. The only change I'm still considering is maybe giving him the Magnitude upgrade from Move, allowing him to move two additional objects (as moving multiple objects seems to be the bulk of his training under Yoda).

Edited by Underachiever599
7 hours ago, Underachiever599 said:

I've now finalized the stats I plan to use for "Luke Skywalker, Jedi Knight" in an upcoming mini-campaign, and updated the original post in this thread accordingly. This is the first time I'll be heavily using an existing iconic character as the party's mentor, and I'm curious to see how it will go. I've used iconic characters many times in the past (The party was killed by Darth Vader in the finale of one campaign, and [wisely] fled upon seeing Grievous in my current Clone Wars campaign. They've also received missions from and made reports to the Jedi Council on more than one occasion.), but this is the first time I'll be having an iconic character interacting with them throughout each session.

While I'll be trying to make sure Luke doesn't take the spotlight from the players, there will be a couple sessions where it would make sense for Luke to be fighting side-by-side with the players (probably no more than one encounter for every two or three sessions). This was my driving motivation behind getting Luke statted out, and I'm glad FFG made it easy by providing RotJ Luke's lightsaber, and a solid foundation with Commander Skywalker in A&A.

For a quick rundown of the changes: For attributes, he's sitting at 342354. I bumped up his Wound to 16 and Strain to 18 (coincidentally, identical to Rise of the Separatists Kenobi), upped a lot of his skills (he went from three 1s, seven 2s, five 3s, and one 4 into four 2s, seven 3s, four 4s, and one 5.), gave him Ataru Technique, upped his Force Rating to 5, Improved Parry & Improved Reflect both at 4, the Force Leap and Sense upgrades from pg. 98 of Rise of the Separatists, a watered down version of Old Ben's Influence from pg. 24 of A&A, and the ability to Move silhouette 2 up to medium range. The only change I'm still considering is maybe giving him the Magnitude upgrade form Move, allowing him to move two additional objects (as moving multiple objects seems to be the bulk of his training under Yoda).

Talking from player experience, this does work if the players and character's have an affinity for one another. One of the strongest and lasting themes of our current 5 year campaign is our complicated relationship with Lando Callrisian that dates back to his hustling years, early on we took n a heist job for him but stuffed the landing, which lead to a completely party capture and getting shipped to Kessel. Having thought about ditching us and not being alright with it, he staged a rescue and the party have, almost consistently throughout the campaign, which turned almost adversed in the Jewel of Yavin which was led to us; in exchange for owing a shed ton of obligation, help him track down the real suspect. Right now he's a General in the alliance in the waning days of the Galactic Civil War leading up to Jakku and despite having only been in the war proper for a year and some, still manages to find fortune wherever he goes.

The only thing I would potentially suggest is not handing over too much agency to NPC's, more from the logistical point of combat being a pain in the backside if you end up with more then 1 NPC in the party. At one point I think my poor GM had like 5 NPC's in our group as we gathered various allies, ex-inquisitor, an Ex-hand, 1 Jedi and a pair of clone assassins and went after a pair of Sith like characters infinity wars style. It lead to the encounters being fairly long and ironically, because our PC's were fighting in a very dynamic style of attacking and stragitic repositioning; often the less strategically placed NPC's took one bit of a battering.

That being said, having a mentor type character get involved is cool, I feel sometimes getting to fight alongside some NPC's make the battles feel more ingrained in the star wars universe; rather then it being "the party of adventurers enter this Star Wars themed dungeon." Having the impression that the characters have allies is an incredible feeling because it interest in the greater galaxy itself.

Edited by LordBritish
On 5/11/2019 at 12:41 PM, Tramp Graphics said:

Luke  doesn't use a lot of acrobatics in his actual fighting, which is a  hallmark of  Ataru.

Am I the ONLY one here who's played RotJ on the SNES?

1 hour ago, StriderZessei said:

Am I the ONLY one here who's played RotJ on the SNES?

Nope, loved that game! And yeah, Luke's best attack in that game was essentially Hawkbat Swoop

Ugh. The Super Star Wars games were pretty hard ><

8 hours ago, kaosoe said:

Ugh. The Super Star Wars games were pretty hard ><

Ridiculously difficult. Unfairly so, even. But when I was young, it was a great way to pass idle afternoons!

I remember one game where I could best almost any opponent, but then I'd miss jumps and fall to my death repeatedly. It could have been a primer for FFGs falling damage >>> blaster damage...

what does one in a million do?

53 minutes ago, Luahk said:

what does one in a million do?

The ability is from Allies and Adversaries and is as follows:

Quote

Luke may spend 1 Destiny Point to add [SUCCESS][SUCCESS], [ADVANTAGE][ADVANTAGE], or [SUCCESS][ADVANTAGE] to any combat check he makes.

phew. That's nice.