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Character and gaming environment discussion (OOC)
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vanir
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Joined: 11 May 2011
Posts: 793

PostPosted: Sun Feb 10, 2013 2:26 am    Post subject: Character and gaming environment discussion (OOC) Reply with quote

Any questions/discussions about PCs and the gameworld can be posted here. I'll repost some info from the general PbP thread.

Quote:
It is the period approximately 25 millennia prior to the Battle of Yavin, the Jedi do not exist (as we know them), the Republic does not yet exist. Hyperdrives are an exotic technology used by the collapsed Rakatan Empire, which are no more. Nobody understands how they worked. The known galaxy is a very small place, the unknown galaxy a huge one. Humans have explored nearby worlds from their apparent homeworld of Notron (Coruscant) using atomic powered generation ships travelling at sublight speeds. More distant human colonies such as Corellia, Kuat and Alderaan were seeded in times long forgotten, by the Celestials and have had no real contact with other planets except via Rakatan slave ships during the defunct Infinite Empire. Corellia did not have independent contact with distant Alderaan and vice versa, they were mere legends to each other, unreachable within a lifetime by any indigenous technology. Known only by the ancient inscriptions on tomb walls uncovered by archaeologists, a promise simply that no human world was truly alone in the galaxy and that others existed (as did sapient aliens obviously), but there was no easy way to get there.

Using atomic generation ships colonists from Notron took centuries to establish human civilisation on the nearby habitable worlds of Metellos, Alsakan and Axum and there was no guarantee there were no existing indigenous and/or hostile species to wipe them out when they got there. As it so happened, sometimes there was. It took a unique kind of explorer to embark a generation ship, those which departed would never see their destination and whether their children survived it was pure random chance. In turn subsequent generations would never know their homeworld and were effectively stranded, without their consent to colonise possibly dangerous alien worlds in relatively small numbers. It is entirely possible many went insane, others were mutated into near-human species.

The most ambitious journeys were the frontier missions, colonists in whole fleets of generation ships sent towards the most distant worlds astronomers identified as habitable. The Tion Cluster far rimward and Koros deep within the galactic core, both containing the spectral signatures of unknown elements and thus potentially exotic resources. These journeys took half a millennia with strict population control aboard the fleets, there was no telling what kind of community actually reached the destination if at all, or what conditions they lived under along the immense journey, the trials they faced spanning an Age, whether they simply devolved into a pack of caged savages by the time they arrived or perhaps actually evolved to a higher technological proficiency than the world they left.

Then something happened.

Within seemingly random habitable systems there occasioned to be ancient Celestial artefacts (some actually constructed by killiks, whom referred to the designers as "the Architects"), relics of an era predating the Rakatan Empire and ruins which, for all intents and purposes existed as no more than awe inspiring relics of a past civilisation floating uselessly in space or standing like timeless sentinals upon random planets. The Corellian system's Centrepoint Station was one such artefact among interplanetary space within the system and over the course of centuries some of their scientists and archaeologists managed to unlock some of its secrets as a working technology. They created the Hyperspace Cannon using it as a template for reverse-engineering.

Around the same time the colonists of Koros Major returned to Notron using dimension-drives in sleeper ships, powered by antimatter reactors of immense power. These turned centuries of travel into mere decades, and their carbonite chambers allowed crews to arrive at their destinations within their lifetimes.

And coincidentally, as if some part of a galactic conspiracy the Devaronians invented the unpredictable Tumble-drive, also using antimatter reactors.

Each system of faster than light travel had its own severe drawbacks and dangers, but the Age of Information had nevertheless arrived. Travel between distant worlds was now possible within a lifetime, in some cases within just a few years. Occasionally within months. And crews could sleep through longer journeys so it seemed to them to pass simply overnight.

It is a new, exciting Age of galactic exploration, adventure and danger.


Quote:
The kind of atmosphere I had in mind as the initial player experience is kind of like being on the starship Promethus (exploration vessel) or Nostromo (industrial craft), great examples of a sleeper-ship for our purposes, the vessel in Pandorum is a great example of a colonial sleeper-ship. The movies Aliens, Predator and AVP is a good example of the weapons tech era in theme and flavour at least.

If we take a snapshot of a typical human colonial world like Alderaan in this period:

The major cities have repulsorlifts and groundcars using both clean energy and occasionally combustion engines. The more wealthy roam around in sleek airspeeders and repulsorcraft, public transportation uses clean energy, some private working class citizens still use combustion powered groundcars but heavy emissions regulations restrict their performance (engine capacities above about 2.5 litres are banned so there aren't many hotrodders and diesel trucks around). This makes clean energy vehicles including repulsorlifts preferred by government (and better performing) but they understand not everybody can afford these so "oil burners" aren't completely banned yet.

Swoops essentially began life as conventional speederbikes with booster engines fitted to provide a speed thrust. These are fairly new, the thrust boosters in this era are often chemical engines jury rigged to the basic repulsorcraft, they pollute, are dangerous, noisy and generally outlawed by the authorities. But they exist and you can take this skill no problem, to actually purchase one you need to find a custom outlaw mechanic and pay him to build it, they're not sold in shops. The fastest are rumoured to have broken the sound barrier at knee high altitude, only a spanking new military craft is likely to catch one but fatalities among operators are high (mishap penalties as jury rigged craft). It is only in the later era that swoops are mass produced by repulsor manufacturers with modern ion boosters and nice safe construction. But they aren't as fast later as they once could get and that's saying something. Swoops are insane and hilariously fun, with a questionable survival rate.

The general look and feel of the cities is a bit like "the 5th Element", "Minority Report" and "Demolition Man." Futuristic, but old tech can still be found hidden away in the garages of eccentrics and backyard hacks. Suburban areas feel more classical, city streets more futuristic, there is a duality present which doesn't really clash.

Say you hired a mercinary on the planet, he'd probably have advanced, powerful firearms and an alloy combat knife. He might have a 10mm assault rifle that does 5D physical damage with a 1D autofire bonus (add to either accuracy or damage). A government agent would probably have a pulsewave blaster and vibroblade. Both will probably turn up in a repulsorcraft but there's a reasonable chance the Merc turns up in an AWD APC groundcar powered by a turbodiesel oil burner with a jet engine thrust booster and concealed weaponry. Hovercraft are fairly common, both in combustion and clean energy forms. Sail power is also very popular in recreational vehicles, some water borne but others are just repulsorskiff floaters that use sails for forward motion, sailcraft skill rolls determine how much speed you can get out of a wind and sailskiff races are a public holiday event. In the Alderaanian canyons some get up to 160km/h or so.

Planetary security forces have a troop force, air wing, space corps and navy. The air wing uses conventional airspeeders and the space corps short range starfighters with a flight endurance measured in hours. Troop force will typically use fast hovercraft assault vehicles, repulsor command craft and APC groundcars. Walkers as we think of them don't really exist but there are exoskeletons used as personal assault vehicles, these are speeder scale and use Powersuit Operation skill.

Railguns and warhead launchers/missiles are typical vehicle armament with pulsewave blasters also mounted to starfighters. Some expensive custom craft may have early laser cannon fitted, they have less range than classical SWU versions and poor beam coherence in atmosphere (best used only in space), but have good damage in starfighter scale. Fire control computers and other avionics are recognisable SWU so most starfighter weaponry (even missiles) tends to use Starship Gunnery skill. Most airspeeder weaponry tends to use either Missile Weapons (for concussion missiles and warhead launchers) or Archaic Weapons skill (for gatling type cannon firearms). Among smaller colonies airspeeders are much more common than starfighters and invasion forces usually make use of airspeeder-carriers which are released from their cruisers and make planetfall with the troop transports.

Starfighters use Starfighter piloting skill, but other spacecraft (transports and cruisers) all use Archaic Starship piloting skill. There isn't a huge difference structurally and in avionics between a colony ship and a military cruiser, mostly internal layout and weapons/armour fit, they're even similarly sized. An interplanetary vessel (sleeper ship but uses sublights only) might be about 90m, a star cruiser (sleeper ship with dimension drive) might be 250m. A battleship is a star cruiser fitted for war, a colony ship one fitted for passengers. These capital ships use banks of laser cannon not much more powerful than classical era starfighter blasters, there are no turbolasers so range is poor. Battleships essentially lumber alongside and pound each other into burning hulks at close range with repetitive fire. Vapourising a large ship happens very rarely and most naval battles are won by boarding actions due to the limitations of weapons technology.

Particle shields are essentially movable armour plates (angles to incoming fire is adjustable) designed to deflect ultravelocity warheads like those fired from railguns, so Starship Shields and Capital Ship Shields skills are used but energy/ray shielding is rare and ridiculously expensive. Particle shields are listed separately from hull codes so comparative hull strength is less than classical era vessels, but comparable when combined with successful particle shield deflection. Thus there are two shield codes, one for particle shields and one for energy shields, used separately with the same skill.

One thing I am undecided about is making pulsewave blasters use blaster skill in common with regular blasters (how different could they really be to fire?), and by the same token railguns using firearms skill (both being recoil associated and otherwise projectile weapons). I really don't see why pulsewave blasters should have a separate skill, and I find railguns as a separate skill to be simply uneconomical (although the same could be argued for Bowcaster skill). I do think they should have separate technical repair skills however, pulsewave blaster repair would be different technology and use different parts and tools to blaster repair.

Okay now comes the wild factor.

Aliens. They're just so...alien. You may find a Devaronian with a regular everyday blaster pistol, no different from the classical era weapons but it is considered exotic alien technology and priceless among humans in this Age, a bit like selling a lightsabre in the market on Tatooine. Rare but exist and later will help further technological development in the galaxy at large through reverse-engineering. In the meantime it makes alien civilisations dangerous and powerful in relatively small numbers, but their technologies are jealously guarded. Alien groups with higher technological standards tend to limit their contact with humans for obvious reasons and any alien contact should never be underestimated for other obvious reasons. The regularly encountered alien species are at the same tech level as the human worlds, it's the ones people don't really know about until much later which maybe more advanced, but adventurers in this era may occasionally encounter them. And die screaming.

Mandalorians. These began as the Taung near-humans from Notron which waged a war against the twelve human tribes and many were exiled in generation ships to colonise the distant world of Mandalore, where they've mined a local exotic mineral (mandalorian iron) they now use in starship and armour construction making them a powerful force in the galaxy despite limited numbers. These guys are tough as nails and very dangerous, and recruit from other groups (usually human criminals) to fill out their numbers. Thus we have the various clans.

To put both these groups into perspective, review again the current tech level restrictions. Energy weapons, where available have half the range and double the power requirements of a comparable blaster weapon in the later era. The best modern armours have negligible protection against energy weapons and heavy encumberment proportionate with physical protection. Take a classical era NPC in regular Stormtrooper armour with a standard blaster rifle back to this era and he's like a walking tank with a godgun. That's kind of what the aforementioned groups can sometimes represent, and the streetwise rumours in city cantinas aren't lost on the concept, aliens and mandalorians are infamous and frightening. Mention either on a recruitment drive and you're likely to wind up standing around alone. Face either in battle and the most likely result is a painful death to the sound of laughter.

Lost colonies. Distant colonisation exercises like the Tion Cluster and the DeepCore have been cut off from their homeworlds for centuries or in some cases millennia, and become microcosms, with their own political and technological development completely independent of the galaxy at large. The deepcore colony of Koros Major essentially introduced the dimension drive and carbonite freezing to the rest of the galaxy when explorative scouts returned to the homeworld of Notron millennia after the last generation ships had left for the world.

Nobody has heard from the Tionese expedition since they left Notron, millennia earlier but those generation ships were travelling from the Core to the very edge of the observable galaxy tens of thousands of light-years away. Even at relativistic speeds with the benefit of length contraction they probably still haven't even arrived yet and may have mutated into humanoid salamanders along the way.

In any case given these wild factors, most of the regular skills available in the SWU are among the galaxy at large. Whether your particular PC has gained training in them is a matter of character background which should suit their starting role.


Quote:
This is a very rough time in the galaxy. It's like going to the moon and finding dragons so..what then? Most galactic explorers and envoys are diplomats and negotiators sure, they diplomatically shoot first and ask questions later and negotiate how many rounds to put into that scary looking alien thing. It is a dangerous galaxy, seriously.

Something like 97% of all alien encounters end with the galactic explorer on the dinner table. First Contact with an alien civilisation usually winds up in a gunfight because you didn't deficate as a form of greeting. The best possible result is as often as not contracting some exotic plague that wipes out your entire starship crew.

Establishing the Galactic Republic might involve something like starting a war with the Corellians, or paying them half your home system's GDP as a bribe to join and it all comes down to one little courier and whether the King of Corellia or whatever thought he was making fun of his moustache.
Forming the Jedi enclave may involve combating an evil star dragon with a 15D Force Storm that kind of likes the Force shrouded system to you need to use for the temple.
Handling an alien threat is most definitely going to involve boots on the ground combat just to gain an audience and then you may have to marry a "princess" who has three sexes and says something like she wants to turn you out in the bedroom.

Diplomatic roles maybe handled conversationally in the halls of government, but their subject matter is in fact always a description of what grunts are doing with their arms and legs in the real world. A Jedi Diplomat doesn't speak in the Senate, he kills an alien invader and some politician speaks about it in the Senate. These are the kind of roles the PC party will have. They do, others talk. But they do it with authority and sanctioned as representatives of a greater body. Somebody has a problem with the ambassadors doing something, go talk to the politicians that sent them until your ears bleed. In this sense the PC party are "diplomatic envoys". If they did exactly the same thing independently they'd be called mercenaries or psychopaths. But their opponents are not always evil and this is key, sometimes they simply do not recognise their authority. Here is where a code of ethics as individual PCs can help, the battle of Dark Side Points versus Force Points and character temptation will be a theme here as it is in SWU. Does one following a criminal order become a criminal? Where is the line? How do I recognise evil? How do I teach people with greater authority that they had the situation misconceived? Am I wrong in what I do or more wrong if I don't do it? Did I remember to turn the stove off before I left this morning? Why does it hurt when I pee?

The PCs will not be politicians in other words, they will be what the politicians are talking about. In fact a lot of the time the very politicians who send them on these missions have a "don't ask, don't tell" policy where the only thing that matters is how the report looks on paper and whether it was successful.



One thing for the PC environment to consider is interstellar travel times. Whilst the PCs won't experience time in their carbonite chambers the shortest journeys will be weeks or months and distant ones years of relative gametime for the rest of the galaxy...unless using Corellian or Devaronian technology. Corellia itself has become a major galactic power simply because it can undercut anybody else's travel times with its hyperspace cannon.

This tends to mean an adventuring party, crew and passengers aboard a given ship will become a very close unit somewhat seperable from the rest of the galaxy. Your homeworld might look completely different between interstellar journeys, and galactic affairs will continue to evolve of their own accord during travel. Forethought and strategy will always be important factors for any planetary or corporate representatives and even independent adventurers and colonists.

A mission to investigate what has become of the Tionese expedition will be conducted within the Party's lifetime via suspended animation, but a few generations of galactic time may have passed by the time you return to the homeworld to report on what you've found. Your homeworld might've been wiped out by some natural disaster. The conditions of your report might no longer apply by the time you deliver it. Talking apes may have taken over and refer to you incessantly as "bright eyes".

An interesting factor this introduces is a rate of gametime which can span long periods of galactic history within the PC Party's lifetime. Events decades or centuries apart will pass by in relative months as the PCs experience time if travelling between the stars. Also interesting, historical figures the PCs may encounter may seem to live for centuries beyond their natural years due to frequent interstellar travel, because they've been in carbonite hibernation too.



At this stage the PC party will probably be provisionally led by Ashla and depart Koros Major, seeking to return to the original homeworld of Notron and then onto the galaxy at large from there. Thus they will effectively have use of their own starship which is actually owned and registered to the Koros planetary government.

But Ashla do not come from Koros Major. They are from another DeepCore colony on Tython and are departing the world in exodus, having developed a Force using tradition and feeling the tug of a greater calling to the galaxy at large. With limited technology it took them centuries to get to nearby Koros which had by this time invented the dimension drive. This makes Koros Major a natural staging point for returning to the galactic disc, it would take many more centuries using Tythonian starships.

At Koros the government has recognised the opportunity and seen some hint of what exactly the Ashla are capable of. In the hope of maintaining a permanent Ashla presence upon Koros Major the government awards provisional citizenship for visiting Ashla and readily employs them as scouts, explorers, advisors and missionaries. The local ruling council virtually worships them. Amongst the Korosian populace they've become widely reputed mystics, healers, mediums and diplomats. Got a weird disease? Call an Ashla. Suspect your husband is cheating? Call an Ashla. Want to catch a murderer? Call an Ashla.

The Korosians or anybody for that matter, other than the Ashla have no idea about the Bogans. Which is how they like it for the moment. An entire continent upon Tython was ravaged and decimated by no more than a handful of Bogans and the last thing the Ashla want is the rest of the galaxy to understand this potential flipside to their power. What the Ashla foresee is an age of peace and justice in a galaxy of diverse citizenship and equality for alien and human alike.

It is one, possible future.
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Guardian_A
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PostPosted: Sun Feb 10, 2013 8:58 pm    Post subject: Reply with quote

What kinds of character is everyone else thinking about running? I'm thinking along the lines of a Diplomat/Scoundrel. Someone who is just as comfortable discussing politics with the movers and shakers in government as he is with gambling in a seedy cantina. Skills would likely focus on Persuasion, Con, Gambling, and other similar skills. Probably pretty similar to the Smuggler template in the R&E book, but without as much STR, MEC, and TEC related skills. Thoughts?
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Jedi Skyler
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PostPosted: Sun Feb 10, 2013 9:10 pm    Post subject: Reply with quote

I'm considering an Ashla character; as lightsabers aren't available yet, I'm thinking my character will be a sword-wielder. He might also have a firearm of some kind; I'm seeing slughthrowers as being much more prevalent in the galaxy at this point, especially since they don't require power, except for any optics or other such devices that are mounted on them.

While he will use such weapons when necessary, these swords, according to vanir, are going to be kinda along the lines of Sith swords, capable of repelling a lightsaber blade, and therefore able to parry energy weapon bolts. Plus, a big reason for using melee weapons is so that, when negotiations have failed and you have no other options left, you have to look your opponent in the eye as you do battle. My character will definitely adhere to that.
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Quetzacotl
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PostPosted: Sun Feb 10, 2013 9:20 pm    Post subject: Reply with quote

I'm thinking about some kind of stealthy Ashla character. Scouting the parameter, listening to others undetected and sorting out if the aliens will be aggressive towards us or not before engaging them.

Weapons will probably the Ashlan Swords that vanir was talking about (what ever those will be) and maybe some firearm as well (some kind of sniper weapon fitting for a stealthy character). Also he would only use that for some kind of "supportive fire" in case that the negotiations of my comrades failed, as Skyler already mentioned.

It should mostly be about scouting and not being seen by the enemie.
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vanir
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PostPosted: Sun Feb 10, 2013 11:55 pm    Post subject: Reply with quote

I'm working on writing out some of the available tech/weapons stats and skill requirements tonight, which I'll post in the Technology thread.
Make sure you check those out before you've solidly assigned all your dice because it may give you ideas about useful skills, etc.

Non Force users will get benefits in equipment awards as starting characters and tend to have less trouble noticeably advancing during gameplay than Force users. It is true however that intentionally Ashla will start quite ahead of your regular Jedi starting PC in terms of skill with the Force.
Part of the reason is Tython and plot points (and no lightsabres). For our purposes Ashla PCs have already faced some trials and tribulations getting from Tython to Koros Major, and are a cut above the later period Jedi Enclave hopeful or youngling just getting born on and surviving Tython in the first place, being descended of the most talented mystics selected on Notron as the initial colonists for Tython centuries and millennia earlier, and the stellar region in which Tython itself is specific to is not just strong with the Force, it has swirling stellar neighbours flying past so close they look like meteorites. With stellar anomalies and gravitational fluxes loosely related to the Force in SWU, it makes Tython not just possibly the most dangerous stellar location yet identified in this period, it also makes it virtually unique regarding the sheer power of the Force at this location.
Some of its weather patterns include naturally occuring Force Storms (like the power). Some of its native life is affected on a genetic level by atypical influence in both dark and light sides of the Force, some of the beings which make the place their backyard are capable of walking on the surface of a Pulsar and think nothing of lifetimes measured in mere decades or centuries. The colonists which originally went to Tython rather than Koros were thought insane by most, but they believed they were drawn by a greater calling. The Ashla PCs are the children of those remarkable individuals, let us say the location leads to increasing midichlorin counts among residents over the course of generations but events have caused them to leave, perhaps as a result.

Yes they are going to be more than a little odd and surprising for non Force user companions and encounters. That is intentional but is far from overpowering, given the threats to be faced and some of which let's say might turn the tables on whether it's better to be a Force user or a non Force user against this particular encounter...

Oh and I better make a thread for custom period Force powers too and write out some of those.

And a warning for template development: count on being in combat in one form or another no matter what the PC type is. Dangerous alien encounters are pretty much the norm in this era and even a diplomat has to be handy with a weapon or a very very fast runner. It is true however that diplomatic and problem solving skills (including technical and mechanical) will be invaluable at major population centres and relatively peaceful planetary locations. Just that many planets are still wild colonial territories. The edge of a relative handful of Core Worlds is effectively the galactic frontier, and star travel isn't entirely reliable so there's no telling what you may encounter on even a regular journey.
Just something to keep in mind.
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Guardian_A
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PostPosted: Mon Feb 11, 2013 12:12 am    Post subject: Reply with quote

This is a tentative/rough draft of the character I'm thinking about running. Let me know what you think, and let me know if you see any mistakes I might have missed.

Name:
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, Life Web, Magnify Senses, Receptive Telepathy, Sense Force, Sense Force Potential, Shift Sense

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), Sabbacc deck, Datapad, PtP link, Lighter, Multitool, Credits: 150.


Last edited by Guardian_A on Mon Feb 11, 2013 11:29 am; edited 2 times in total
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Quetzacotl
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PostPosted: Mon Feb 11, 2013 12:25 am    Post subject: Reply with quote

At first I thought about playing a Miraluka, but I'm a little afraid that it might overcomplicate things (especially for me), since I never got the opportunity to play SW D6 till now ^^
Although they are tempting... are there any special rules for them regarding force powers and their force sight?
If you can't see far, for example, then I can't really use that one for my concept ^^
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vanir
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PostPosted: Mon Feb 11, 2013 6:12 am    Post subject: Reply with quote

Miraluka are no problem, they perceive things using the Force. Unlike later Wookieepedia or some EU/gaming descriptions they do not actually have their eyes removed at all, but are a very ancient human colony on Alpheridies (prior to the Rakatan, already some 10,000 years old by this era) whose eyes became useless due to local planetary and system conditions, over generations they evolved into near-humans with no pupils, their eyes are blank white orbs. This is a little unsettling to regular humans so they tend to cover their eyes with veils or headresses for diplomacy sake.
The world of Alpheridies is also a Force shrouded world and one of their adaptations was compensation of vision through the Force. All Miraluka are Force sensitive and see normally using the Force.

The only real special rules are things like you will not be affected by flash blinding or any conditions which affect normal vision (including vision enhancement technologies like infragoggles or binoculars). You are however affected by conditions which dampen the Force, effectively blinded if the Force is in any way suppressed around you. This is pretty unlikely but there are some things that can do this, including some things designed to conceal you from dark powers. If concealed from the Force, you will also be blinded.
Other than those conditions, you see the same as everyone else does, just in a different way. The magnify senses power works just fine for you, it enhances your Force vision instead of visible spectrum EM vision.


@ Guardian_A, looks fine except just have a quick look in the Technology thread to update the equipment selections to their period versions/stats.
Basic datapad is fine, it's the powered ones that aren't available (or are special) so that's cool. Calling comlinks PTP-links helps me remember they need frequent recharging/power cell replacement (later comlinks not so much). There's more detail for firearm pistols, the equivalent one is pretty good but there's rules involving recoil, etc.
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Quetzacotl
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PostPosted: Mon Feb 11, 2013 9:23 am    Post subject: Reply with quote

Ok, then I'll give the Miraluka a try Very Happy

Btw. how about "Houseruled Powers"? (I'm referring to the powers shown here)

I'm particularly interested in "Burst of Speed" and "Super Leap", which would be fitting for a scout character... Super Leap do access areas that you normally can't (or only very difficult to access) and Burst of Speed to get fast to my comrades or run away if i'm spotted (also Enhance Speed is a little more fitting for that, but the difficulty ist just to hight -.-).
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vanir
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PostPosted: Mon Feb 11, 2013 10:49 am    Post subject: Reply with quote

Burst of Speed is okay, I've included the description in the Ashla discussion thread along with other Ashla stuff.

Other "Houseruled powers" I'm going to be conservative with at this stage as I'm currently unfamiliar with them. I may include them over time as I look them over individually and think about each, at which time I'll copy/paste or rewrite/adjust them in the Ashla thread for reference and they will become available from that point, as instructors are made available to teach them.
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Guardian_A
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PostPosted: Mon Feb 11, 2013 12:13 pm    Post subject: Reply with quote

Ok, I made a couple of small changes to the character in the post above.

-The Pistol became the 9mm caseless Pistol (It uses the same stats as what I was using, so it seemed appropriate.)
-The Comlink became the PtP Link
-Replaced the Force Power "Translate" with "Life Web"

Do you see anything else that I need to change? If time allows, I plan to name the character and work up a bit of a history some time today or tomorrow. Is there anything specific that you want to see for the background? Do you prefer something long, or something short? Some GMs like short stories about their players characters, is that something that you would be interested in?

As for "Dark Side Points" (Depending on the GM, I've seen this question answered both ways.) If my character uses a Force Power to benifit personally (In this case, Shift Sense or Receptive Telepathy to win when gambling), would you give a DSP for that?
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Quetzacotl
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PostPosted: Mon Feb 11, 2013 1:30 pm    Post subject: Reply with quote

@Guardian_A
Could it be that you still have a specialization free? I can only see 5 of them.
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Guardian_A
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Location: South Dakota, USA

PostPosted: Mon Feb 11, 2013 1:56 pm    Post subject: Reply with quote

Quetzacotl wrote:
@Guardian_A
Could it be that you still have a specialization free? I can only see 5 of them.


He's allowing us to spend points by the pip instead of by the D. When spending by the pip, each specialization at 1D is the equivalent of one pip.

I have 3D+2 (Or 11D when placed in specializations) between five Specializations. And the remaining 11D+1 split between my traditional skills.

So, I've spent my 15D, but it got scattered around a bit more than it would have if things had to be spent 1D at a time instead of by the pip.
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Quetzacotl
Commander
Commander


Joined: 29 Jan 2013
Posts: 281
Location: Germany

PostPosted: Mon Feb 11, 2013 3:35 pm    Post subject: Reply with quote

Ah ok, that explains it... I should read the fineprint next time ^^
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Guardian_A
Commodore
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Joined: 24 May 2011
Posts: 1655
Location: South Dakota, USA

PostPosted: Mon Feb 11, 2013 3:53 pm    Post subject: Reply with quote

Quetzacotl wrote:
Ah ok, that explains it... I should read the fineprint next time ^^


Not a problem!

I personally prefer distribution by the pip in my own games, it seems to add a lot more flexability to the characters. And for this character, the flexability worked out really well!
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