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garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14023
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Mar 20, 2006 3:29 am    Post subject: Re: In an "epic" game that I played in once. Reply with quote

Sandokiri wrote:
Surprisingly, in spite of the insanely high power levels, it was still boatloads of fun.

Attributes: Standard (18 or 17d, as appropriate for species.)

Skills:
1 skill at +7d; this was meant to be the character's specialty, which attracted the party organiser to actually select that character for his mission squad.
2 skills at +6d; these didn't need to complement the other skill, but we all used the +6's that way.
25d discretionary, to be spent as the player desired.

---For the Force, the 5+2 rule applied; since this took place months before the OT, the normal advice against having Force skills at 6d applied.
---With respect to specialisations, during this creation step, specialisations were bought at 3:1 (1d per pip.)
---With respect to species-based "at creation" 2:1, however, they only applied to the first 2d spent.
---Finally, with respect to Advanced skills, the +7d could not be spent on them; either of the +6d could, yielding 4d instead; otherwise, it cost 1d for the first 1d of the Advanced skill, and double cost after that.

Then, finally, 50 character points to round out the character. (You could use 20cp to buy the first 1d of a Force skill, rather than spend an attribute 1d; you could also use them to raise attributes or skills, per normal rules, except that a failed attribute-raise roll would *not* recover the CP.)

Once the character design was completed, any unspent points were lost, and the character received 15 CP to start.

As for equipment... heh, heh. Characters started with clothing, and chartered transportation to an asteroid mining town. What else they could do, was up to them and them alone. (We didn't have any issues related to whether Jedi heroes could start with sabers, since none of us started as Jedi until other players joined later.)


WOW, that was a high power game...
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Sandokiri
Ensign
Ensign


Joined: 16 Mar 2006
Posts: 34

PostPosted: Mon Mar 20, 2006 12:28 pm    Post subject: Reply with quote

On paper, yes. But considering that our group is collectively notorious for having barely more luck than a Form VI user at Geonosis, it balanced out.

The party consisted of:
A Rebel starfighter ace (Colin Wynne, whose starfighters had a nasty tendency to lose wings, and who by the time the game died out had a prosthetic right hand and left buttock, and who was from Alderaan) ;
An Imperial starfighter ace (V, almost a mirror of Colin in all respects, only with her starfighters and body parts intact)
An Imperial infantry specialist (Warren Holden, demolitions expert with no personality to speak of)
A gearhead who had worked in an Imperial garrison (Sienna Falkner, who was reluctant to even heft a blaster, let alone kill anyone, and became practically catatonic whenever Warren would score a headshot with his flak pistol. This was, and she would never talk about it, because she had done so to her Jedi mother during an insurrection.)

Later on, Dack (a smuggler/trader) and Jonathan (a wash-out and escapee from "Byss U," the dark Jedi academy) joined up.
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Draylo Star
Lieutenant Commander
Lieutenant Commander


Joined: 02 Feb 2006
Posts: 131
Location: Auburn California

PostPosted: Tue Mar 28, 2006 1:56 pm    Post subject: Reply with quote

So is there any chance of getting the questionare
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themuffinman1201
Cadet
Cadet


Joined: 07 Jun 2006
Posts: 20

PostPosted: Mon Jun 12, 2006 12:39 am    Post subject: Reply with quote

I googled the 3x3x3 sheet and found a pdf here.
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Chandra Mindarass
Lieutenant Commander
Lieutenant Commander


Joined: 01 Jun 2005
Posts: 152
Location: Hilden, Germany

PostPosted: Sun Jul 09, 2006 7:25 pm    Post subject: Reply with quote

I'm used to running high-powered camapigns. I have a player who runs a corporation (!) in a Shadowrun campaign and a self-made rebel alliance fleet segment in a pre-Ep IV Star Wars game. The corporation thing came along in the game. He built it against all odds over the course of a seven year campaign. Since the game never got boring, I allowed things to proceed, until the character finally settled down a few weeks ago.

When we started playing SW it was impossible to just start from scratch. Once we had learned all the basics, he began building a pirate fleet. The player in question has a natural talent for organizing and building structures; it's fun to use that. This kind of games can be a lot of fun, too. Sure, it's a lot of numerology and doing things like "Ok, Group A lost this, but Group B made that, this gives us a plus of..." but in the end it's quite rewarding to have an insight into how the rebellion managed to start off.
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