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PC creation guidelines and GM reviews
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vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Sun Feb 10, 2013 8:13 am    Post subject: PC creation guidelines and GM reviews Reply with quote

Available species:
On a case by case basis almost any alien type with an appropriate background conceived by the Player to include them in the game can be argued. However in this setting only a small network of the Core Worlds are regularly travelled, primarily human colonies, since faster than light travel is at its infancy. That said, the period of Rakatan domination of the galaxy involved hyperspace travelling slave ships which transferred individual aliens from throughout Rakata territories between worlds. Exotic aliens are in small numbers if encountered at all. Some like Noghri are inappropriate as PCs for this campaign, some near-humans like Lorrdians and Hapans simply haven't evolved from human colonists yet, some like Wookiees are still planet based low tech cultures, others like Herglics have their own empire and limit human contact, they are not found wandering around the human regions individually, and aliens like Twi'leks and Huttspace aliens, or many aliens of the southern and outer galactic reaches are just so far away nobody sees them yet (not in the Core anyway).

Readily available choices include: Duros, Devaronian, Caamasi, Cathar, Farghul, Feeorin, Gotal, Kel Dor, Miraluka, Rakatan (cannot be Force sensitive) or human and some near-humans. At least initially in the campaign the areas travelled by the PCs are human dominated, it is most likely the Party will begin at Koros Major which is a human colony with very few aliens.

The starting dice for PC characters is as RAW: the base attribute dice of the alien type plus 6D heroic bonus for PC status. Most non-Force using PCs will start as 18D but if an allowed species has 13D or 11D base attributes then a PC will begin with 19D or 17D attribute dice.
You may start with 15D for regular skills only (cannot go into Force skills), up to 3D in any one skill and you can break them up into pips and specialisations are fine.

Force using PCs don't have to be Ashla, whilst the galaxy at large is unaware of them there are in fact more Force using traditions in the ancient period of this era than probably any later time. Kel'Dor and Miraluka have their own shamanistic, culturally based Force using traditions although they may also be Ashla. The Miraluka are often healers and mediums, Kel'Dor are often mystics as shaman.

Force using PCs must sacrifice attribute dice to open a Force skill for that player during character creation, eg. a human Ashla with 1D Control must start with 17D attributes, with 1D Control and 1D Sense must start with 16D attributes, as per RAW.
However once you have selected which Force skills you will begin with, you may add 3D distributed among them as you choose, eg. a PC with 1D Control and 1D Sense can place 2D in Control for 3D Control starting dice, the remaining dice in Sense for 2D Sense starting dice; a PC with only 1D in Control must put all 3D in Control for 4D starting dice in Control. You may select 1 Force power for the initial dice in each skill, plus 1 per pip after that.

So, after Force skill selection has been made using attribute dice, you have 3D to add to those Force skills you selected, then select your powers. Some powers maybe restricted, initially this includes lightsabre combat, any sith powers, dathomir spellcasting, using common sense should set you right.

If you wish to play a Force user of an alien tradition you should post what you have in mind for GM discussion because I may have special rules or special ways of using the Force for you to use. Some Force users learn powers as skills and don't need Control, Sense or Alter. It's cheaper on CP cost this way at first, but becomes more expensive with CP than traditional Jedi to learn more than just a few powers, so "Witches and Sorcerers" tend to be more powerful more quickly than comparative Jedi but less powerful at higher CP totals than comparative Jedi.

In any case, this type of PC maybe allowed if the Player has a good handle on the concept and is very interested in playing one.

When equipping your PC visit the Technologies thread and use it as a guide. Hyperalloys, plasteel and lightweight ceramic/polymer armours aren't yet available, but common mineral alloys, heavy durasteel and textiles like kevlar certainly are. This does affect available items.

Galactic standard credits are in operation, these are embossed nova crystal shards/plates where the physical value of the crystal piece is its credit value. It is thus virtually universal currency among civilised species as nova crystal has industrial worth (used in electronics and so forth). If you're going to carry a large amount of credits, you can avoid carrying a sack of nova crystals around by using an endorsed electronic credit chip which is recognised as currency only at certain major population centres of the civilised galaxy. Hutts for example will not recognise electronic credit chips, and often nova crystals either, they prefer trade items like spice.

Don't overdo starting credits, at least a few hundred, at most a few thousand depending on PC type and background. Consider a few items of basic equipment cost free to begin with, but a multitude of utility or secondary equipment should reduce your starting credits and remain within reason.

Starships and vehicles will be given selectively by the GM at the start, if your PC is a swoop pilot I'll probably write up a basic swoop for him to pack into the cargo hold and take with him. A bounty hunter type can start with a nice suit from the available style of choices, you get the idea.

Most PC templates are usable, with skills adjusted for the era.
I'm going to rule pulsewave blasters use blaster skill in common with any blaster type weapon, but they use different technical skill to repair than blasters. Vehicle blasters thus lets you use pulsewave weapons in vehicles, blaster artillery lets you use ground based and heavy troop support pulsewave blaster emplacements.

Droids use the same rules but are somewhat fewer generally and simpler. Some like astromechs haven't been invented yet. These are unsuitable as PCs and largely incapable as henchmen without great expense in construction.


Last edited by vanir on Sat Feb 16, 2013 10:32 pm; edited 1 time in total
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Guardian_A
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PostPosted: Sun Feb 10, 2013 10:23 pm    Post subject: Reply with quote

Name: Sammel Hei
Age/Physical Age: 20/20
Gender/Species: Male/Human

DEXTERITY 3D+1
Dodge 5D+1
Firearms: Pistol 5D+1
Melee Combat: Knives 4D+1
Pick Pocket 5D+1
Thrown Weapons: Knives 6D+1

KNOWLEDGE 3D
Alien Species
Bureaucracy 4D
Cultures
Languages
Law Enforcement
Planetary Systems 3D+1
Scholar 4D
Streetwise 3D+2
Willpower 4D

MECHANICAL 2D
Ground Vehicle Operation

PERCEPTION 4D
Bargain
Con 4D+2
Gambling: Sabbacc 7D
Hide
Investigation
Persuasion 6D
Search
Sneak

STRENGTH 2D+2
Brawling

TECHNICAL 2D
Firearms Repair: Pistols 4D
Security 2D+2

Force:
Sense 4D
Sense Powers: Combat Sense, Danger Sense, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Force, Sense Force Potential, Shift Sense, Translation

Move: 10
Force Sensitive: Yes
Force Points: 2
Character Points: 0

Equipment: 9mm Caseless Pistol (4D, Four 12 round clips), Throwing Knife x 4 (STR+1D), Combat Knife (STR+1D), Sabbacc deck, Datapad, PtP link, Lighter, Multitool, Credits: 150.

Description: The only things average about Sammel is his height and his build. Sammel comes from asian decent. His almond eyes hold wisdom, and his mouth seems to be touched with an eternal smile. His raven black hair is slicked back and hangs to his shoulders. His dashing good looks are matched by his charisma, and he carries himself with a hint of arrogance. He is commonly dressed in black pants and a dark purple dress shirt. And its rare to see him without his black leather duster. He wears a pair of well made black boots with silver buckles, around his waist is a studded leather belt that matches the boots, hanging low, and to the left is his firearm. Around his neck is a simple hand-made neclace that seems to draw the eyes, but only because it looks out of place on the well dressed and charming young man. His knives are hidden on himself, one in each boot, and one in each sleave of his duster. His datapad rests in a pocket inside of his duster, specifically designed for it.

Background: Sammel was born to an insignificant little town in the mountains of Tython. Growing up, he could barely wait to go to move to the big city to live a life of excitement. Within weeks of arriving in the city of Kaleth, he had ammassed a small fortune in the casinos. His seemingly talent for reading others brought him to the attention of a local Ashla Mystic. In the following months, Sammel learned much about himself, and even more about his natural abilities. As his master taught him, he found that he turned his talents less to his own gain, and more to helping others. Thats not to say he's against making a few credits in an honest game of cards, . . .

Quote: "Up for a game?"


Last edited by Guardian_A on Sat Feb 16, 2013 10:07 pm; edited 1 time in total
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vanir
Jedi


Joined: 11 May 2011
Posts: 793

PostPosted: Sun Feb 10, 2013 11:01 pm    Post subject: Reply with quote

Yes you have to put them in Sense unless you purchase other Force skills with attribute dice to use those.

The 3D Force skills compensates the fact you have to sacrifice attribute dice for each Force skill, particularly since they'll cost 10x CP to make up combined with the fact many Force powers aren't very usable in gameplay without rolling a moderate, and very much prohibit MAP if you're trying a Force power in the same round.
Given PbP seems to be labour intensive for very small CP gains it makes Force users at least able to use some basic powers during gameplay without having to wait several adventures before they have any success with them.

It particularly helps out characters who start with 15D attributes to have all three Force skills, being they will be at a disadvantage in mundane activities compared to 18D characters. But if the suggestion is someone can exploit the compensation and just take one or two Force skills at less attribute cost and get the best of both worlds, keep in mind each new Force skill will cost them 10 CP of gameplay awards to get 1D with training, and there are other conditions to be met.

From what I can see so far about PbP Players do most of their adventuring at around the attribute/skill dice they start with, and only very slow advancement. Gameplay around a table is different, PCs can easily advance in one weekend a degree PbP looks like it takes weeks to achieve.
I'd use straight RAW for starting characters if it was tabletop in person, Force users only need to be a little patient for a few sessions before they really start enjoying themselves.

I just ratified this while writing without playtesting or anything though. My judgement could be off on it. Still got a bit of writing to do for the tech stuff before I'm ready but I've got time to spend on it at the moment.
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Guardian_A
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PostPosted: Sun Feb 10, 2013 11:27 pm    Post subject: Reply with quote

Interesting. So, you dont have a problem with me putting all of my Force Skills into Sense? This would result in my character having a pretty wide range of Sense powers (10 total).

With an additional 3D, I would be looking at the following powers:
Combat Sense
Danger Sense
Life Detection
Life Sense
Magnify Senses
Receptive Telepathy
Sense Force
Sense Force Potential
Shift Sense
Translation

Does that look right? If so, I'll start working on my character.
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vanir
Jedi


Joined: 11 May 2011
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PostPosted: Mon Feb 11, 2013 12:10 am    Post subject: Reply with quote

You need projective telepathy for translation but otherwise no worries. This PC will be a remarkable mentalist, invaluably attuned to sensing through the Force, actually capable of putting up Combat Sense fairly reliably against a single opponent, but even so begins to have trouble against two or more.
Someone like that will be perfect in the party. Not just your basic raw talent too, someone capable. That's what we need.
8)

Don't forget to check in on the tech thread later when I've posted some gear in it, before you equip or skill up with final choices. Could be some important guidelines to note and inspired ideas.
Should have some of that done tonight.
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Guardian_A
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PostPosted: Mon Feb 11, 2013 12:16 am    Post subject: Reply with quote

vanir wrote:
You need projective telepathy for translation but otherwise no worries. This PC will be a remarkable mentalist, invaluably attuned to sensing through the Force, actually capable of putting up Combat Sense fairly reliably against a single opponent, but even so begins to have trouble against two or more.
Someone like that will be perfect in the party. Not just your basic raw talent too, someone capable. That's what we need.
8)

Don't forget to check in on the tech thread later when I've posted some gear in it, before you equip or skill up with final choices. Could be some important guidelines to note and inspired ideas.
Should have some of that done tonight.


Thanks for pointing that out. I'll see what other Sense skill I can take in its place.

I'll be sure to look over the equipment/skill info later and make some changes if I feel the need.
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Jedi Skyler
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PostPosted: Mon Feb 11, 2013 12:30 am    Post subject: Reply with quote

I presume you're going to have a precursor skill to Lightsaber Combat, presumably something like Sword Combat or Ashala Sword Combat, something that equates to the same kind of ability as LC, only with swords?
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vanir
Jedi


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PostPosted: Mon Feb 11, 2013 6:42 am    Post subject: Reply with quote

Yes, I'm going to write up some Ashla Force powers tonight and special equipment like their swords, then come back to doing more regular tech after that (did some firearms and general guidelines posted).
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Quetzacotl
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Joined: 29 Jan 2013
Posts: 281
Location: Germany

PostPosted: Mon Feb 11, 2013 4:02 pm    Post subject: Reply with quote

So, thats what I have come up with so far:

Male Miraluka


    Dexterity 3D
      Melee Combat 4D+1
        MC: Ashlan Longsword 5D+1
      Melee Parry 4D+1
        MP: Ashlan Longsword 5D+1
      Firearms 4D
        F: Rifles 5D
      Running 4D

    Knowledge 2D
      Willpower 3D
      Survival 3D
      Scholar 2D
        S: Ashlan Philosophy 3D
        S: Miraluka Religion 3D

    Mechanical 2D

    Perception 4D
      Sneak 6D+1
      Hide 6D
      Search 5D

    Strength 3D

    Technical 2D
      Melee Weapon Construction 2D+2
        MWC: Ashlan Longsword 3D+2
      Firearms Repair 2D
        FR: Rifles 3D

    Force Sensitive: yes
      Control 3D
      Sense 2D



Powers:

Ashla Swordsmanship
Burst of Speed
Enhance Attribute
Accelerate Healing
Concentration
Control Pain
Force of Will
Magnify Senses
Life Detection
Danger Sense

Equipment: Ashlan Longsword (created by someone else),Sniper Rifle, additional Ammo Clip, breathmask, dehydrated rations (2x), ptp-link, concussion vest


I'm not exactly sure about the 9mm-caseless Sidearm. Originaly I thought about some kind of Sniper weapon, but since anything with longer Range then the 9mm can't be silenced (at least it's not stated like that in the other thread), it will have to suffice ^^

Any thoughts?


Last edited by Quetzacotl on Thu Feb 14, 2013 2:19 am; edited 2 times in total
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vanir
Jedi


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Posts: 793

PostPosted: Mon Feb 11, 2013 9:18 pm    Post subject: Reply with quote

I'm going to write up some long weapons selections. Assault rifles, sniper rifles, silenced carbines and some special equipment for them like suppressors. Give it another day or so and check in on the tech thread.
8)
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Quetzacotl
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PostPosted: Mon Feb 11, 2013 9:21 pm    Post subject: Reply with quote

Sounds perfect Very Happy
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vanir
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Posts: 793

PostPosted: Mon Feb 11, 2013 9:53 pm    Post subject: Reply with quote

Oh the firearms specialisation for 9mm-caseless sidearm is just Firearms: handguns. You can use that skill when using any handgun type of firearm.
Similarly the firearms specialisation for carbines and rifles will both be Firearms: rifles.
Smile
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Quetzacotl
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PostPosted: Tue Feb 12, 2013 7:33 pm    Post subject: Reply with quote

Made a few changes:
  • Reduced Sneak to 6D+1 (-1p)
  • Reduced Hide to 6D (-1p)
  • Reduced Melee Weapon Construction to 2D+2 (-1p)
  • Changed Firearms spezialisation to "Firearms: Rifles"
  • Got spezialisation "Scholar: Ashlan Philosophy"
  • Got spezialisation "Scholar: Miraluka Religion"
  • Got spezialisation "Firearms Repair: Rifles"

Ashlan Philosophy for the foundation of eventually creating my own Ashlan Longsword (though not really that early, I just like having the foundations for things I my character wants to do in the Futre ^^).
Miraluka Religion (or maybe Miraluka Philosophy?) because many Miraluka worship Ashla and Bogan as gods. Since my char decided (or got the opportunity) to join the Ashlans, he would definitely look into the similiaritys of the religion of his people and the Ashlans and the meaning of that. I'm not entirely sure if there are some connections or if the Miraluka are part of the founders of the Ashlan or whatever... have to read a little more into that ^^
And the Firearms Repair for Rifles because one would think that a Person could at least take care and do basic maintenance for his or her own weapon ^ ^


Love the Sniper Rifle, fits perfectly to what I had in mind. Only have one question:
Does some kind of "non-lethal" (or stun) ammunition exist in that time?
The only thing I know about that kind of ammunition would be "bean Bags" for some kind of Shutguns (I don't really know anything about weapons, have that piece of information the the SWAT 4 game ^^). Dunno if something like that exists, especially for Sniper Rifles ^ ^

Basically, it would my char more at peace with his conscious if he could use some non lethal ammunition that hurt, but don't cause serious injurys (like normal bullets that punch a whole in a person) in order to make the enemy give up or discurage him to fight anymore... dunno if I'm asking for too much here ^^

And yes, I'm clear about the fact that the magnification scope would be useless for my char ^^ (so the Sniper Rifle of my char will probably not even have one)
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vanir
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PostPosted: Tue Feb 12, 2013 8:46 pm    Post subject: Reply with quote

Non-lethal rounds can be fired from smoothbore shotguns, they have a very limited range (SWU stats on "effective" shotgun ranges vs man sized targets in combat is in the order of 3-5/10/25...although I would rule as a sporting gun with birdshot you could at least double that if shooting birds).
You could have one as a backup weapon, doing 4D stun using non-lethal projectiles (and could load it as a scattergun or with solid shot for 4D-5D normal damage). I may have to write up specific rules if anyone selects one because there is still some default normal damage when using non-lethal rounds (eg. it may do 2D normal damage and 4D stun damage simultaneously, IRL they've killed people by physical trauma).

However...I'm going to post a short writeup of some basic Ashla Philosophies like their Code. Nothing too fancy, just like the basic Jedi Code tells Players how to watch out for DSP gains, I'll write something like that for the Ashla. Essentially killing without aggression is okay...but that's a very fine line. The Jedi Code was developed to actually patch up some holes in Ashla Philosophies, which tend to be a bit alien for humans to readily get a grip on. In our gameworld the Jed'aii (both Ashla and Bogans) were first taught to become more than mere mystics by Force using aliens encountered at Tython, the philosophies came from them.

The Miraluka religion centres upon raw talent formed into a shamanist tradition of healers and mentalists. They're often experts with things like "laying hands" and "premonition", but are traditionally non-violent and pacifist. Many healing powers came from the Miraluka, non-Jedi Force users from other traditions/species tend not to have quite as many "healing other" type powers as is common among Miraluka.
Much of their religion centres around spiritual cleansing and meditation ceremonies.

Indeed on the rifle scope issue, but a Miraluka is probably adaptive enough to simply substitute the need for one using Magnify Senses power. So long as he makes the difficulty and can afford a MAP sacrifice he could reduce ranges to short range firing difficulty at medium and long range, as per scomplinked macrobinoculars in later era. At least at long range the difficulty benefit would outweigh the MAP penalty and at medium range you would still average a marginal benefit. This would function very similarly to the scopes available in this era.

Oh and you do have to spend at least one pip in a specialisation to gain the benefit of being specialised (where this modifies difficulties).
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Quetzacotl
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PostPosted: Wed Feb 13, 2013 5:06 pm    Post subject: Reply with quote

Ok, thanks, I can work with that Very Happy

But I don't want any additional Weapon, was just thinking about if a Sniper Rilfes could have like rubber projectiles or the like that doesn't punch a hole in the Person (or at least not that easily as an ordinary projectile would do). But well, doesn't matter that much. Only gonna shoot the Rifle if absolutely necessary anyway.

vanir wrote:
Oh and you do have to spend at least one pip in a specialisation to gain the benefit of being specialised (where this modifies difficulties).

I don't really understand what you mean with that. I can use 1 pip to get 1D for specialisation. But do you mean now, that I need 1D+1 to use the specialisation?
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