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shootingwomprats
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PostPosted: Wed Feb 12, 2020 3:31 am    Post subject: Story Factors Reply with quote

In my games I try to get the characters to create a Story Factor for their character or I will add one or two that makes sense based on their background and archetype. Here are a few that I have created recently.


Droid Stigma: In galactic society droids are considered tools and property. They do not have rights or protection under the law except the property rights of the owner.

Free Droid: Though the droid is emancipated it is still treated like a second class citizen throughout the galaxy. The droid will be scrutinized by the general public and possibly law enforcement.

Imperial Bounty Hunter: Work exclusively for representatives of the Empire. Imperial hunters are trusted members of the Empire's "extended" law enforcement arm and their loyalty is without question.

Guild Bounty Hunter: Guild hunters engage in hunts arranged entirely through the offices of their guild contractors. Membership has its perks, including: in-house training, availability of specialized equipment, and voluntary retirement at age 45.

Independent Bounty Hunter: Though strongly independent, this group is among the most steadfast supports of the "bounty hunter's" creed. They typically look down upon guild and Imperial bounty hunters as company clones. Being independent requires them to be responsible for their own expenses, which include among others: medical expenses, Imperial permits, license fees, etc.

Bounty Hunter Code:
1. People don't have bounties, only acquisitions have bounties.
2. Capture by design, kill by necessity.
3. No hunter shall slay another hunter.
4. No hunter shall interfere with another's hunt.
5. In the hunt one captures, or kills, never both.
6. No hunter shall refuse aide to another hunter.

Sector Ranger Enforcement Powers: Sector Rangers have far-reaching jurisdiction and have the right to demand aid, information, equipment, and personnel from local authorities. On most Republic worlds, this translates to a +2 modifier to persuasion checks made to acquire such assistance. Failure indicates running afoul of local laws, red tape, or simply suspicious or indignant attitudes from the authority figures in question. On planets located on the Rim (such as Tatooine) who are not affiliated with the Republic or hold it in poor regard (such as Nar Shaddaa), this modifier does not apply-the Sector Ranger must rely on her own skills of negotiation (or intimidation) to get to help they need.
Source: Threats to the Galaxy (p.75)

Here are some Jedi-based Story Factors. Most of these will only work in the Old Republic era, though some may be useful in others.

Exotic Weapons Specialists: You have decided to adopt a different weapon than that carried by other Jedi to defeat your foes. A rarity in the Order, Weapons Specialists work with double-bladed lightsabers, lightsaber pikes, flails, whips, and blasters.

Jedi Ace: You are a highly adept pilot and dogfighter. You use your battle awareness to increase firing accuracy and precision far beyond what a non-Force-sensitive pilot can achieve.

Jedi Ambassador: Serving as liaison between newly discovered worlds and the Republic Senate, you are often requested by the governments of foreign powers to mediate talks of membership with the galactic regime. Unlike the Jedi Diplomats, you serve solely as the face of the Republic, and do not make policy or major decisions for either party.

Jedi Archivists: You delve into many areas of study, allowing the Force to guide you to their areas of specialty. You receive and archive knowledge so that others might learn, and in the process expand their own awareness of the galaxy. You have often remained close to the Temple Archives on Coruscant or joined the ExplorCorps, traveling the galaxy to expand your knowledge. Archivists are responsible for translating, copying, and storing all new texts added to the Temple's collection.

Jedi Artisan: You try to understand creativity as a central aspect of the will of the Force. Having an intrinsic skill with tools and machines, you connect them to the Force with your mechanical skill to guide the use of tools to create truly artistic and unique objects.

Jedi Consular: What others achieved through combat, you achieve with words or nonviolent use of the Force. Concentrating on mental refinement through study and meditation, you seek to perfect the art of diplomacy and mediation, hoping to calm a tense situation or mend hurt feelings through civil discourse, reasoning, and parley, rather than drawing your lightsaber and cutting down an attacker. While you attempt to avoid conflict for as long as possible, the you are sensible and carry a lightsaber, often with a green blade to symbolize their commitment to peace

Jedi Diplomat: You have the intricate task of writing treaties and resolving political disputes. Extensive knowledge of intergalactic politics combined with Force-imbued insight allows you to handle delicate negotiations.

Jedi Guardian: Descended from the Order's founders on Tython, your role in the galaxy is to defend the weak and uphold the laws of the Galactic Republic. As a Jedi Guardian you focus your time and effort into honing your martial skills. Guardians often build their lightsabers using a blue crystal; symbolizing solidarity and uniformity among this discipline.

Jedi Healer: You are motivated by compassion for others and a desire to cure the infirm and stop the spread of disease. You take a more holistic approach to healing than the average physician, using the Force to accelerate the natural healing abilities of living flesh. As a Healer, you draw upon the Living Force to preserve life and cleanse impurities and wounds. Working closely with the Medical Corps, the you have often worked on the battlefields of war-torn worlds, aiding in the medical treatment of soldiers.

Jedi Historian: You are charged with analyzing the history of eras past, which include the history of the Order. Not restricted to Coruscant, you traveled to the fringes of civilized space with the Exploration Corps to study newly discovered space and uncover lost and forgotten artifacts like holocrons and fragments of historic writings.

Jedi Investigator: You are a specialized tracker and sometimes spy, working closely with law enforcement to track down criminals and discover the truth behind crimes. Going undercover for long stretches of time, focusing mainly on crime as opposed to Dark Side Adepts.

Jedi Librarian/Scholar: You are charged with storage, organization and retrieval of knowledge. Sometimes you take part when large groups of these scholars meet to discuss and analyze their most recent theories and findings.

Jedi Peacekeeper: The Jedi Peacekeepers were specialists in the art of policing the galaxy and ensuring that laws are enforced along the Outer Rim. Probably the most recognized branch of the Guardian class, these individuals served alongside Sector police and local militias to ensure peace was kept amongst the stars. The branch of Peacekeepers serving on Coruscant made up the Temple Security Force, the protectors of the Jedi Temple and the greater Temple district.

Jedi Recruiter: You have honed your talents to track down and identify Force-sensitives to assess whether they meet the qualifications to begin training on the Jedi Path.

Jedi Researcher: You help updating the Jedi Archives within your specialty (Jedi archaeologist, mathematician, biologist, geologist, astronomer, hyperspatial physicists).

Jedi Sage: You are specialized in Force healing and Telekinesis. Known to primarily wield one single-bladed lightsaber in combat, and adept at ranged attacks with the Force. You are also expert tracker, being able to find numerous people across the galaxy through deep meditation.

Jedi Seer: You serve the Order as a conduit to the Unifying Force, responsible for receiving Force visions and interpreting them for the Jedi High Council and the Council of First Knowledge. While Jedi can sometimes show aptitude in receiving visions from the Force, there were only a select few have the vivid Force dreams of a Seer. You are capable of feeling the very will of the Force, seeing distant events, and are a vital part of the Order, often serving as a first alert to impeding surges in the dark side.

Jedi Sentinel: While you adhere to the Force and all that it could do, you are not blinded by faith and realize that the mystical energy field has its limitations. You rarely light your lightsaber (typically a yellow blade). Few in numbers, you are known for practicing Force-based training with increased mental conditioning, this ability allows you to better withstand outside mental influences, including Force-based attacks.

Jedi Shadow: Handpicked by the First Knowledge Council you work in secrecy, with other members, often sent to locations strong in the dark side of the Force, in hopes of vanquishing whatever artifact or dark side practitioner may be causing the disturbance. Often engaged in an information-gathering role, you are always sure to obtain all possible data on your target before making a decisive blow against them. You are often considered a loner with a black-and-white perception of the world around you. You do not hesitate in you duty and are willing to betray those that you consider evil.

Jedi Temple Guard: You are an anonymous sentinel who serves part of the temple security force. You wear formal robes and an identity-concealing mask, the ultimate expression of emotional detachment required in service to a higher calling. You carry an imposing lightsaber pikes — a thick, double-bladed weapon that produces a rare and distinctive yellow blade.

Jedi Watchman: You have chosen to work alone in the oversight of peace on a single planet or system. Focusing on bettering society and protecting the rights of a system for years at a time, you are a vital liaison between the planetary government and the Jedi High Council.

Lightsaber Instructor: Vital to the training of Jedi Initiates at the Temple, you were chosen by the current Jedi battlemaster after having serving many long years on the front lines of battle.
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Last edited by shootingwomprats on Wed Feb 12, 2020 10:10 pm; edited 1 time in total
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PostPosted: Wed Feb 12, 2020 9:20 pm    Post subject: Reply with quote

Thanks for compiling these. Nice!
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shootingwomprats
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PostPosted: Thu Feb 13, 2020 1:42 am    Post subject: Reply with quote

Added a bunch of Force related Story Factors today. Not sure yet, but I might add some small game mechanics to a few to give them some zing.
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Savar
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PostPosted: Thu Feb 13, 2020 11:33 am    Post subject: Reply with quote

These are cool.

Need some story factors that are not positive.

Hunted
Wanted
Despised

I seen some with the droids but.....
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PostPosted: Thu Feb 13, 2020 5:17 pm    Post subject: Reply with quote

What are 'story' factors for??
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PostPosted: Thu Feb 13, 2020 5:20 pm    Post subject: Reply with quote

garhkal wrote:
What are 'story' factors for??


They appear on templates. Essentially they are information that rounds out a character, taking into account elements of era, background, and focus.
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PostPosted: Thu Feb 13, 2020 6:06 pm    Post subject: Reply with quote

garhkal wrote:
What are 'story' factors for??


Basically, they're a flag that tells the GM what stories you're looking for with that character. So, a story factor that pretty much any character might have is

Orphan: You were orphaned at a young age. You have some keepsake of your family (or even just a particularly vivid memory), and are seeking them as you're out in the galaxy.

Now, this doesn't mean that EVERY story will be about how you're an orphan. But, as the GM is crafting adventures, he might consider tossing in a side-note for your orphan background... it may be an NPC saying you look familiar, or a something that ties in with your heritage.

An exotic weapons specialist Jedi might attract students, or get people questioning whether they're a REAL Jedi, or something like that. A Jedi Ace might run into flying competitions that other groups would ignore. And, well, an orphan might find someone who can read the medallion around their neck, revealing that they are a genuine, certified prince, so they CAN marry the princess, after all.
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PostPosted: Thu Feb 13, 2020 6:18 pm    Post subject: Reply with quote

MrNexx wrote:
garhkal wrote:
What are 'story' factors for??


Basically, they're a flag that tells the GM what stories you're looking for with that character. So, a story factor that pretty much any character might have is

Orphan: You were orphaned at a young age. You have some keepsake of your family (or even just a particularly vivid memory), and are seeking them as you're out in the galaxy.

Now, this doesn't mean that EVERY story will be about how you're an orphan. But, as the GM is crafting adventures, he might consider tossing in a side-note for your orphan background... it may be an NPC saying you look familiar, or a something that ties in with your heritage.

An exotic weapons specialist Jedi might attract students, or get people questioning whether they're a REAL Jedi, or something like that. A Jedi Ace might run into flying competitions that other groups would ignore. And, well, an orphan might find someone who can read the medallion around their neck, revealing that they are a genuine, certified prince, so they CAN marry the princess, after all.


You said it better than me. Great explanation.

Orphan: You were orphaned early and that experience has made it hard for you to trust people, but those you let into your comfort zone, you will never betray them. In fact you will do your best to protect them, even putting yourself in danger to do so.

Orphan: When you were orphaned there was no one to take care of you, to pick up the pieces. You had to do that yourself. You have a hard time forming deep relationships. Over the years you have developed a "habit" of taking things you want.

Hey just some ideas.
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PostPosted: Thu Feb 13, 2020 6:53 pm    Post subject: Re: Story Factors Reply with quote

shootingwomprats wrote:
In my games I try to get the characters to create a Story Factor for their character or I will add one or two that makes sense based on their background and archetype. Here are a few that I have created recently.


Droid Stigma: In galactic society droids are considered tools and property. They do not have rights or protection under the law except the property rights of the owner.

Free Droid: Though the droid is emancipated it is still treated like a second class citizen throughout the galaxy. The droid will be scrutinized by the general public and possibly law enforcement.


Building on the "Story Flag" idea...

Let's say I'm making a Droid Bounty Hunter, IG-69. I wanna play a metal man, I'm not really interested in playing with any droid stigma. It's not my bag. So, I don't take the Droid Stigma or Free Droid Story Factors. It doesn't magically change the galaxy so droids are co-equal citizens... shootingwomprats might be playing an HK-5150 Protocol/Entertainment Droid that has the Droid Stigma story flag, because they want to have those kinds of stories. It just means that, when the GM is crafting stories, he's going to pay attention to my Guild Bounty Hunter factor... I'll get guild bounties and have to deal with guild members and the like.

If I'm playing a smuggler, for example, I might take a story factor of "Owe Favor to Crime Lord", because he got me my ship. If I don't have that story factor, GM might require me to have some other factor to explain my ship. It might be "Stolen Ship", "Angry Gambler", or "Messy Divorce". If I'm playing a jedi in the Empire Era, I'm going to have to have something that explains my lightsaber (and survival)... but I might not really need that if I'm playing in the KOTOR era.

Basically, the story factor is one part "Here's the stories I want", but it can also be the GM serving a warning of "Here's the kind of stories such a character will have about them." They're a tl;dr of background, shaping the stories about you in the ways you want them to go.
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PostPosted: Thu Feb 13, 2020 8:36 pm    Post subject: Re: Story Factors Reply with quote

MrNexx wrote:
Basically, the story factor is one part "Here's the stories I want", but it can also be the GM serving a warning of "Here's the kind of stories such a character will have about them." They're a tl;dr of background, shaping the stories about you in the ways you want them to go.


I did not make it clear, but the GM can just give a character a Story Factor as befits his game. In the example you gave about the droid not wanting Droid Stigma]/i] or [i]Free Droid, the GM may decide to add it because it will be important to the story. He can also just remember it and not give a Story Factor.

The idea is that Story Factors are like hooks or things the character has to deal with or overcome, usually repeatedly. I see it as a mechanic to foster roleplaying.
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PostPosted: Fri Feb 14, 2020 10:58 am    Post subject: Re: Story Factors Reply with quote

shootingwomprats wrote:
MrNexx wrote:
Basically, the story factor is one part "Here's the stories I want", but it can also be the GM serving a warning of "Here's the kind of stories such a character will have about them." They're a tl;dr of background, shaping the stories about you in the ways you want them to go.


I did not make it clear, but the GM can just give a character a Story Factor as befits his game. In the example you gave about the droid not wanting Droid Stigma]/i] or [i]Free Droid, the GM may decide to add it because it will be important to the story. He can also just remember it and not give a Story Factor.

The idea is that Story Factors are like hooks or things the character has to deal with or overcome, usually repeatedly. I see it as a mechanic to foster roleplaying.


Certainly, but, in the example of IG-69, I may make it clear to the GM "This is not part of the world I'm really interested in"... and if he starts insisting on it, or emphasizing it, he's kind of a dick.
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PostPosted: Fri Feb 14, 2020 6:54 pm    Post subject: Reply with quote

Great Write up.

One question however and it is more gneral than related to any of these spesific
ones.

Jedi Ace: You are a highly adept pilot and dogfighter. You use your battle awareness to increase firing accuracy and precision far beyond what a non-Force-sensitive pilot can achieve.

I used the jedi ace here as example. How mechanically strong is the story factor, what would be if any bonuses to piloting when using the force, or when not etc.

this is to me a general question as well regarding most story factors not giving a given bonus..

We do have story factors like "imperial doctrine" fo the double aganet, that allsows the character to add +2D to any one Mec, Tec, Kno skill.

What is the "mechanical" value of a story factor?
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PostPosted: Fri Feb 14, 2020 10:03 pm    Post subject: Reply with quote

Mamatried wrote:
Great Write up.


Thank you.

Mamatried wrote:
One question however ... this is to me a general question as well regarding most story factors not giving a given bonus ... what is the "mechanical" value of a story factor?


This is a fantastic question and I am glad you brought it up. In my games if a Story Factor is important and directly tied to the character concept I will try to incorporate some type of modifier, be it positive or negative and if appropriate a new mechanic. The Story Factors as they are now are bare-bones. I did them that way intentionally so that people could add to them as they wanted based on their game.

In the example you use, the Jedi Ace, and if it would give a bonus to the player, I am unsure. Since they can take the Force powers enhance attribute and concentration right away or perhaps life detection and danger sense.

Depending on how I wanted to write the character up I might go with:

As a Jedi Ace you are in tune with the Force and while in space combat you use the Force power danger sense kept up as a free action.

Ace a Jedi Ace you have amazing reflexes, while in space combat you gain a +1D modifier to your initiative and reactive piloting skill checks.

Just some ideas.
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PostPosted: Fri Feb 14, 2020 10:33 pm    Post subject: Reply with quote

Maybe the jedi ace is "sense" depended.

he maybe has a "unique to the jedi ace" force power, that allows him to use sense skill much like the control skill enchance attribute.

only he uses this to gain a "pool" he can use on his piloting ( and gunnery) skills.

Enhance Attribute
Control Difficulty: Moderate
0-13 +1D 3 rounds
14-25 +2D 2 rounds
26+ +3D 1 rounds

Cchange this to moderate Sense.
it Adds to the used MEC skill.

the jedi ace channels the force when he tries to evade the ambushing tie fighters
he rolls against a moderate sense and succeeds
his roll is 22 to the difficulty of 15
he now has a +1D for 3 rounds to his piloting skill while he evades the TIEs

However if he decides to use the force to enhance his gunnery skill, he loose the benefits of the initial +1D to his piloting as the jedi's concentration shifts.
the Jedi must make another roll vs moderate difficulty (sense)
and then if sucess the new bonus will now apply to the gunnery skill.

The jedi can NOT focus on two sperate skills using this power.


I am sure this way to OP for anything other than seperate force power unique to the class, but this could be the "effect/benefit" of the brilliantly written out suggestion you made on jedi ace.
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PostPosted: Sat Feb 15, 2020 12:42 am    Post subject: Reply with quote

Mamatried wrote:
Maybe the jedi ace is "sense" depended.


I agree, perhaps I did not word this properly. Let's try again:

Jedi Ace: the Force is your ally, especially while in space combat. When in space as a free action you use the Force power danger sense even if your not trained in the power or meet the prerequisites.

Jedi Ace: the Force flows strongly through you when you are in the cockpit of a starfighter. You use your battle awareness to increase firing accuracy and precision far beyond what a non-Force-sensitive pilot can achieve (+1D modifier to your starship gunnery skill check).

Jedi Ace: your piloting reflexes are guided by the Force. While in space combat you gain a +1D modifier to your initiative and reactive piloting skill checks.
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