How the System Works
Fundamentally, it's pretty simple. Roll a d20 vs a target number, and if it's higher you succeed. This roll may be modified by a number of things. That's the basics. Damage uses other polyhedral die, but everything else is a d20. This is primarily behind the scenes stuff, nothing that will be overly important to you.
You have three defenses: Reflex, Fortitude, and Will. Reflex wards off attacks, Fortitude wards off poisons, disease, radiation, etc., and Will wards off attempts to persuade, intimidate, or otherwise influence you--and many Force attacks as well. Fortitude also determines your Damage Threshold; if you take more damage than your threshold, you begin taking penalties for everything you try to do and may eventually pass out.
Attributes primarily exist to govern your defenses, attacks, and skills. What they represent is mostly self-explanatory, except Wisdom which primarily represents your perceptiveness and awareness of your surroundings.
Talents and feats are similar in that they allow you to do special things you could not otherwise do; they are primarily different in that you gain them through different methods. This should be irrelevant to you.
Force powers are garnered through taking the Force Training feat. This shouldn't much affect anyone but me, since my character is currently the only one who is Force sensitive.
I'll try to keep the mechanics of the system as behind the curtain as possible, but it is useful--especially during combat--to have some feel of how the system works.
A few more notes on combat. Rolling a natural 20 (i.e., the die reads 20 regardless of the modified result) is an exceptional success and usually you succeed no matter what (except on opposed rolls, i.e. where you are not rolling against a number but against someone else's roll). In combat, this means you score a critical hit and deal double damage. Rolling a natural 1 (i.e., the die reads 1) is an automatic failure even if the numbers are high enough to succeed.
If you stand on one side of an enemy and your ally on another, you are considered to be flanking your enemy and get a bonus to attack.
Combat space is measured in 1.5 meter squares.
Combat is divided into 6 second rounds. During a round, each combatant acts once; the order is determined by their Initiative roll (Initiative is a skill; at the beginning of the encounter everyone rolls and then acts in the order of the rolls. Ties are rerolled.). There are several types of actions that may be taken during a round: Standard action (which is usually an attack or certain other involved actions), move action (which may be moving, but also includes things like drawing a weapon), swift action (various quickly-done things), full-round action (i.e., something so involved that it takes your full round to perform--for example, attacking with more than one weapon), free action (there are very few of these), and reactions (like a free action, but it is done in response to someone else doing something specific). Generally speaking, you can use these in the following combination:
Standard, move, swiftStandard, swift, swiftMove, move, swiftmove, swift, swiftswift, swift, swift
If you move down the condition track (whether by taking too much damage or any other means), you may move one step up the condition track by spending three swift actions. These do not have to be on the same round but they have to be on consecutive rounds. After the third swift action is spent, you may move up the condition track.
If you are very injured, you can take your second wind (only once per day). This restores some of your hp and moves you up the condition track. There are certain abilities that grant you more second winds.
Each level you gain a certain number of Force points. If they are not spent before your next level, they are lost. They allow you to improve your attack and skill rolls and activate certain special abilities. To improve your roll with a Force point, you must declare your intention to use a Force point; you may do this after seeing your roll but before knowing whether you succeeded or failed. A number of d6s is then rolled based on your level (2, currently) and the highest one is added to your roll. There is a feat called Strong in the Force that makes it d8s instead; none of you has that feat.
Destiny points are much more potent than Force points. You only gain 1/level, but you never lose them unless you spend them. They can have a variety of effects:
Gain 3 Force points until end of encounterGain an automatic critical hit, no roll necessaryNegate any attack, including automatic critical hits from Destiny pointsActivate certain Force secrets
Destiny points are rare and very powerful, and should be used with discretion.
These are the important points. You don't need to remember them, but they are here for your reference. :)Now, on to your characters. Each character started out with a number of credits based on your class, which I then spent on gear for you. I also gave each of you one special item that was far beyond your price range, an item appropriate to your character. I did not exactly follow the same rules with my character--his gear and credits are far below what his credit value would be, but I felt that this was appropriate for his character concept.
Characters
Ashnat'ena'hadorukeo "Tenah"
[backstory goes here]
Player: Wes
Skin Color: Blue
Hair Color: Jet black
Eye Color: Red
Age: 23
Gender: Male
Homeworld: Csilla
Destiny: Discovery
XP: 32,150 / 36,000
Medium Adult Chiss Scout 1/Scoundrel 1/Infiltrator 1
Destiny 7; Force Points 9
Init +14; Senses Perception +11 (low-light vision)
Languages Basic, Cheunh, Minnisiat, Sy Bisti
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Defenses Ref 27 (flat-footed 22), Fort 18, Will 22
hp 50; Threshold 18
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Speed 6 squares
Melee Unarmed +5 (1d4+4) or
Ranged Miniaturized charric +9 (5d4+4, 2d4+4 stun)
Base Atk +5
Special Combat Actions Dive for Cover
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Abilities Str 10, Dex 20, Con 8, Int 20, Wis 14, Cha 16
Talents Blend In, Hidden Movement, Improved Stealth, Security Slicer, Silent Takedown
Feats Brilliant Defense, Dive for Cover, Informer, Point Blank Shot, Precise Shot, Skill Focus (Deception, Stealth, Use Computer), Weapon Proficiency (blasters, simple), Zero Range
Trained Skills Acrobatics +14, Deception +17, Initiative +14, Jump +9, Knowledge (technology) +14, Mechanics +14, Perception +11, Persuasion +12, Stealth +19, Use Computer +19
Other Skills Climb +4, Endurance +3, Gather Information +7, Pilot +9, Ride +9, Survival +6, Swim +4, Treat Injury +6
Possessions Miniaturized charric (5d4+4, 2d4+4 stun, electrograpple handle) [96/100], superior mastercraft personal computer w/advanced memory upgrade (Int 18, +2 bonus on Use Computer, 8100 memory units), comlink w/holo, holorecorder, personal holoprojector, personal translator (Cheunh, Huttese, Ryl, Shyriiwook), credit chip (2,125), liquid cable dispensor, hip holster, functional clothing
Encumbrance 5.5 / 50 kg
Notes: If an ability is listed above but not mentioned here, it is either self-explanatory or else passive so that you don't need to worry about it.
Blend In: This talent allows you to use Stealth instead of Deception to disguise yourself.
Hidden Movement: This talent allows you to move your normal speed when sneaking; normally you can move only half-speed.
Improved Stealth: This talent allows you to reroll Stealth checks to sneak and keep the better roll, improving your chance of success.
Security Slicer: This talent makes you more versatile at getting past electronic security and less likely to fail.
Silent Takedown: This talent allows you to silence an opponent if you damage them while they are unaware of you--that is, they cannot sound the alarm, call for help, etc. This is a stunning effect, so creatures immune to stun (such as droids) cannot be affected.
Dive for Cover: If you are targeted by a ranged attack, you may make a Jump check to move to the nearest cover. If you succeed, you are treated as if you had had cover when the attack was made.
Informer: You can use Perception in place of Gather Information and if you have favorable circumstances the time it takes is reduced by half.
Point Blank Shot: If you are in point blank range of your target, you gain +1 attack and +1 damage. Greedo clearly did not have this feat.
Precise Shot: You take no penalty for shooting into a melee. Normally, if you have an ally adjacent to your target, you take -5 to ranged attacks.
Zero Range: If you are adjacent to your ranged target, you gain +1 attack (stacks with PBS) and +1 die of damage (stacks with PBS).
Why is my charric miniaturized?: It makes it easier to hide. As a side note, the electrograpple handle pulls it to your hand when activated.
My computer seems quite impressive: It is; it's worth a small fortune (nearly 100,000 credits if I recall). Take good care of it.
What's the personal translator?: Basic is not your native language, nor are you overly familiar with languages common in the "known" Galaxy. This helps.
What does low-light vision do?[:/i] You see in low-light conditions better than most species do, but not in total darkness. In twilight or shadows, you see just as well as in daylight. Doesn't do anything for you when in total darkness, though.
Ashur-Zannukan
Backstory: Ashur-Zannukan, Ashur for short, was born to uncertain parents among a tribal people on the obscure Outer Rim world of Urush. Growing up an orphan was difficult, but Ashur was strong and smart. More than that it became quickly clear that Ashur was guarded and guided by the ancestors, and the shaman began to teach Ashur in ancestor lore. Ashur was a quick study and by his fifteenth birthday he was already one of the greatest medicine men the tribe had ever seen--his ability to commune with the ancestors was uncanny. Under his leadership the tribe prospered, for the ancestors taught Ashur how to speak with beasts and calm them. Ashur married the chief's daughter Kummu, and when he was fifteen his first child was born, a son. Three more children, a daughter and two sons, would follow. He also has two familiars, a sandpanther and a hawk-like banshee bird.
When Ashur-Zannukan was twenty-five his life changed forever. Strange beings came from the sky. Many thought these strange beings with strange powers and strange appearances were gods, but the ancestors revealed to Ashur-Zannukan that they were not gods but men who had sold their souls to evil ancestors and demons. Ashur-Zannukan led a war against the invaders, but the Empire proved too strong for the primitive inhabitants. Much of the tribe was wiped out. All of Ashur-Zannukan's family was killed. Though he fought valiantly, he himself was captured and was to be shipped off to the spice mines of Kessel. He escaped his captors with the help of the ancestors, however, and for six months has adjusted to life in a strange galaxy--above all else he wants to avenge the deaths of everyone he loves.
Personality: Ashur is proud, self-reliant, naive, and by nature gentle. However, since the murder of his family, anger has kindled in his heart, and a desire for revenge. The ancestors urge him to temper this--and he tries--but there is always a dark voice in the back of his skull whispering to him of vengeance.
Physical Apperance: Ashur-Zannukan is a handsome young near-Human man. His short hair is dark as ebony, contrasting with his fair olive skin. A tattoo of tribal significance marks his right eye. His eyes are dark green like the moss covering the forest floors. He comes from a desert world and is dressed accordingly; around his neck he wears a heavy jade talisman empowered by the blessed ancestors. Ashur is always accompanied by his leopard-skinned sandpanther and stripe-feathered banshee bird. So long as he is present they are docile. Mostly.
Player: Blaine
Skin Color: Olive
Hair Color: Black
Eye Color: Dark green
Age: 25
Gender: Male
Homeworld: Urush
Destiny: Destruction
XP: 32,150 / 36,000
Medium Adult near-Human Scoundrel 7/Force Adept 1
Destiny 7; Force Points 9
Init +12; Senses Perception +12
Languages Basic, Urushi
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Defenses Ref 24 (flat-footed 20), Fort 20, Will 25
hp 50; Threshold 20
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Speed 6 squares
Melee Unarmed +7 (1d4+6) or
Melee Heavy broadsword +7 (1d12+15) or
Melee Great spear +8 (1d8+ or
Ranged Bow +8 (1d6+6)
Base Atk +5
Force Powers Known (UtF +18) Farseeing, Force Shield, Move Object, Phase, Plant Surge, Summon Storm, Surge, Vital Transfer
Force Regimens Known (UtF +18) Eyes of the Force, Oxygen Bottle, Quiet the Mind, Telekinetic Practice
Special Combat Actions ...
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Abilities Str 14, Dex 16, Con 10, Int 14, Wis 16, Cha 18
Talents Adept Spellcaster, Charm Beast, Guardian Spirit, Soothing Presence, Vital Encouragement
Feats Force Regimen Mastery, Force Sensitivity, Force Training x2, Mounted Combat, Point Blank Shot, Skill Focus (UtF), Weapon Proficiency (simple)
Trained Skills Initiative +12, Knowledge (social sciences) +11, Perception +12, Ride +12, Stealth +12, Treat Injury +12, Use the Force +18
Other Skills Acrobatics +7, Climb +6, Deception +8, Endurance +4, Gather Information +8, Jump +6, Persuasion +8, Pilot +7, Survival +7, Swim +6, Use Computer +6
Possessions Heavy broadsword (1d12+15, superior damage), great spear (1d8+8, 2-sq reach, superior accuracy), wand (1d4+6, +1 UtF when equiped), bow (1d6+6, superior range), 20 serrated poisoned arrows (+1d4 at begginning of next turn if exceed Fort), credit chip (2,060), herbal medical kit, Force talisman (+1 Reflex), rugged clothing, Simannu (sandpanther), Tassuḫtu (banshee bird)
Encumbrance 12.1 / 98 kg
Notes: I've included notes on my character for your convenience. They are less complete than the others because I don't need the notes so I'm just hitting the highlights.
Charm Beast: I can use the Force to calm animals down.
Guardian Spirit: I have an ancestral spirit who guides my character, and I can consult his advice. Also gives me a bonus Force point every day to improve my Force powers.
Soothing Presence: As long as a beast is not outright hostile it becomes indifferent in my presence.
Vital Encouragement: I have a Force spirit guiding my character. At key moments he can boost my hitpoints.
Phase: I can walk through solid objects, including walls.
Surge: Force jump and Force speed in one power.
Vital Transfer: Force heal.
Force Regimens: Force training techniques that can be used to enhance one's abilities.
Ancestors: Ashur-Zannukan views the Force as the power, blessings, and curses of the ancestors. He is not entirely incorrect--he is indeed guided by an ancestral Force spirit.
Sidralaynu Eydral M’borka
Sidralaynu Eydral M’borka is the daughter of the son of the Winter Monarch’s. Her father was born in the 20th year of the Winter years, and had Sidralaynu Eydral, his first daughter, during the Summer year 32. She was the product of a monarch’s son and Ladies daughter. When Sidralaynu was 29, 11 years into the Winter Rule, her grandparents died, and the 7th waiters took their place. In turn, they had to be replaced, and she entered the competition, all of the other granddaughters of the Winter Monarchs who were 25 years or older. She won and spent the next 39 years in service to the monarchs, particularly the Queen. When she was made a lady of the court, she married Joren Tahl, the grandson of the 4th Lord and Lady’s daughter and a wealthy middle class businessman. Joren was 17 years older than Sidralaynu (born in Summer year 15). At this time they both took the title and name M’borka.
At the appropriate time, she was put in stasis with the rest of the Royal court as the other Royal court woke from their stasis. This was an important step for Sidralaynu, as her “powers” would not manifest until after the stasis, because of the powerful gasses used in stasis as well as the chemicals in the IV. During her first 39 years of being a Lady she was not able to complete her duties as fully as the other ladies were because she was not as fast, as strong, and she lacked their stamina and needed three times as much sleep as the other Ladies did.
After 50 years of induced sleep, (now 113, but looks like her species 68, which is young), Sidralaynu woke up to a jeweled dagger in her side, fresh blood streaming out. Upon struggling out of her sleep chamber, Sidralaynu found the rest of the Royal Winter court dead, along with their guards, except for her husband’s sleep bed, which was broken but empty, with no blood or other signs of struggle. She was able to stem the bleeding and escape to another part of the palace. The palace itself was overrun with clones from the Clone Army as the Empire took swift control. Sidralaynu learned that the Summer Monarchs and their court had been killed, mowed down by the Clones as they tried to stand up to them. Many of the Royal children had also been either killed or captured. Sidralaynu found refuge easily as none of the native people trusted these new rulers, but dared not openly defy those who had defeated their monarchs. The Imperial forces opened up Aritahza to outside trade, something that had been rare and mostly unwelcome before. They also began stripping away the planets precious metals, harming the planet and its people in the process.
Sidralaynu left Aritahza on a trading vessel, disguised as a jewel merchant. Her deepest wish and most pressing goal is to stop the Imperial Forces and the destruction that they are inflicting on her planet. She wants to stop them at all costs. As a result of her time in stasis, her personal power has emerged, low level telepathy. She is smart and she is angry. Unwilling to become a passive victim, she has joined the Rebellion to win back her home world. She is doing this not just out of her duty as a Lady, Princess, and future Queen, but also out of her own pain and anger over what the Empire has done to her home and her family. She is also working to find out what has become of her husband, Joren Tahl M’borka.
Player: Elizabeth
Skin Color: Silver
Hair Color: Black (originally purple)
Eye Color: Violet
Age: 113 (68 biological time)
Gender: Female
Homeworld: Aritahza
Destiny: Discovery
XP: 30,010 / 36,000
Medium Adult near-Human Noble 7/Force Adept 1
Destiny 8; Force Points 10
Init +11; Senses Perception +7 (+19)
Languages Basic, x, High Galactic
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Defenses Ref 22 (flat-footed 20), Fort 20 (25 vs cold), Will 27
hp 45; Threshold 20
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Speed 6 squares
Melee Unarmed +5 (1d4+4) or
Ranged Sporting blaster pistol +7 (3d4+9)
Base Atk +5
Force Powers Known (UtF +19) Cryokinesis, Enlighten, Farseeing, Mind Trick
Special Combat Actions ...
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Abilities Str 10, Dex 14, Con 10, Int 14, Wis 16, Cha 20
Talents Illusion, Illusion Bond, Masquerade, Perfect Telepathy, Wealth
Feats Force of Personality, Force Sensitivity, Force Training, Point Blank Shot, Skill Focus (Perusasion, UtF), Stand Tall, Weapon Proficiency (pistols, simple)
Trained Skills Deception +14, Gather Information +14, Initiative +11, Knowledge (bureaucracy) +11, Knowledge (social sciences) +11, Persuasion +19 (+24), Use the Force +19
Other Skills Acrobatics +6, Climb +4, Endurance +4, Jump +4, Perception +7, Pilot +6, Ride +6, Stealth +6, Survival +7, Swim +4, Treat Injury +7, Use Computer +6
Species Abilities: Cold resistant, visually striking
Possessions Sporting blaster pistol (3d4+9, recognition system, superior damage) [96/100], earbud comlink, credit chip (advanced memory upgrade) [102,000 credits], datapad (superior mastercraft, advanced memory upgrade), personal holoprojector, holorecorder, extravagent wardrobe, Corona Limited Luxury Groundspeeder (superior durability), Baudo star yacht (extreme luxury upgrade, superior speed, SR 25, atmospheric thrusters, combat thrusters, maneuvering jets +4)
Encumbrance 7.2 / 50 kg
Notes: If an ability is listed above but not mentioned here, it is either self-explanatory or else passive so that you don't need to worry about it.
Illusion: As a standard action you may spend a Force point to create any kind of illusion with the Force.
Illusion Bond: If your illusion is humanoid, you may see and hear what it sees and hears.
Masquerade: Use illusions to disguise yourself.
Perfect Telepathy: Normally when using Force telepathy, you can only communicate emotions or brief phrases; you can communicate in complete thoughts.
Point Blank Shot: Targets in point blank range are easier to shoot, granting you +1 attack and damage.
Stand Tall: Once per encounter, if you are damaged by an attack, a number of allies equal to your Charisma modifier (5) may attack the enemy who damaged you as a reaction.
Cold Resistant: You are less sensitive to the extreme cold, gaining +5 Fortitude against it.
Visually Striking: You have a very striking appearance. You double the Charisma bonus to Persuasion against Humans, near-Humans, and similar humanoids (such as Twi'leks, Zabrak, and Pauans). That is the number in parentheses after Persuasion.
Cryokinesis: You use the Force to supercool an item, making it brittle.
Enlighten: You can use the Force to aid your allies. You make a Use the Force check and grant an ally the ability to use your check result in place of an attack or skill check.
Farseeing: You can use the Force to see a person you have met or a place you have been or are familiar with; because of the Visions talent, you can also see these things in the past and future.
Mind Trick: "These are not the droids you are looking for."
Equipment: As a future queen, all your gear is top-notch, as good as money can buy.
Corona Luxury Groundspeeder: The finest and most elegant of speeders; the Rolls-Royce of Star Wars. Modified to be more durable to prevent assassination attempts. It has plenty of passenger space (can carry up to 6 passengers) and the seats can be converted into bedding for 3 if needs be.
Baudo Star Yacht: Again, the finest ship luxury can buy--each one is individually handcrafted for select clients by a master artisan according to stringent specifications. It'll cost you ten thousand credits a month to maintain its luxury accomodations, and more for fuel, food, etc. But that's rather insignificant for somone of your means. They're not usually designed for speed or maneuverability, but this one is. You may wonder why I chose to give the group two ships, but this one will fit snuggly into the other's hangar bay and will fit in smaller spaceports--though it will by no means attract less attention.
Lexa
Physical Apperance: Lexa is a beautiful young woman of seventeen. Her delicate figure, fine clothing, and quiet presence might suggest fragility—but her glinting grey eyes belie her deportment. She wears her dark brown hair short. When in peaceful situations she is fond of shimmersilk dresses and lots of jewelry, but when in more precarious circumstances she prefers lace-trimmed leather
Player: Blaine
Skin Color: Fair
Hair Color: Dark brown
Eye Color: Grey
Age: 17
Gender: Female
Homeworld: Shokan-shay
Destiny: Discovery
XP: 32,000 / 36,000
Medium Adult Human Scoundrel 7/Force Adept 1
Destiny 8; Force Points 10
Init +12; Senses Perception +13
Languages Basic, Huttese, Sith
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Defenses Ref 23 (flat-footed 20), Fort 19, Will 26
hp 40; Threshold 19
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Speed 6 squares
Melee Unarmed +6 (1d4+5) or
Melee Ivory Sword +8 (1d8+5) or
Melee Ivory Sword +8 (1d8+9, two handed) or
Melee Dagger +8 (1d4+5) or
Ranged Bow +9 (1d8+9) or
Ranged Crossbow +9 (by ammo) or
Ranged Dagger +9 (1d4+5, thrown)
Base Atk +5
Force Powers Known (UtF +19) Blind, Cloak, Farseeing, Force Shield, Force Track, Kinetic Combat, Malacia, Negate Energy, Rebuke, Surge
Special Combat Actions ...
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Abilities Str 12, Dex 16, Con 8, Int 14, Wis 18, Cha 20
Talents Force Immersion, Immerse Another, Surrender to the Current, Visions, White Current Adept
Feats Force Sensitivity, Force Training x2, Point Blank Shot, Precise Shot, Skill Focus (UtF), Sniper, Strong in the Force, Unstoppable Force, Weapon Proficiency (simple)
Trained Skills Deception +14, Initiative +12, Knowledge (life sciences) +11, Perception +13, Stealth +19, Survival +13, Treat Injury +13, Use the Force +19
Other Skills Acrobatics +7, Climb +5, Endurance +3, Gather Information +9, Jump +5, Persuasion +9, Pilot +7, Ride +7, Stealth +7, Swim +5, Use Computer +6
Possessions Bow of Makar (1d8+9, superior damage, superior accuracy), 20 arrows, bowcaster pistol (by ammo; superior accuracy; takes a move action to reload), 5 razor bolts (1d8+4), 10 knock-out darts (1d4+4+poison), the Ivory Blade (1d8+5, superior accuracy, +2 UtF), 2x ornate dagger (1d4+5, superior accuracy), herbal medical kit, medpac x5, surgery kit, ornate rugged clothes, all-temperature cloak, glow rod, canteen with filter, ration pack x5
Encumbrance x / 72 kg
Notes: Again, I include notes on Lexa for your convenience.
Force Immersion: I can use Stealth to hide from electronic as well as visual surveillance.
Immerse Another: I can substitute my Stealth role for that of an adjacent ally, and Force Immersion applies to that ally as well. I can spend a FP to provide this bonus for all adjacent allies.
Surrender to the Current: As a swift action, I can make it so that Lexa can only use Force powers that target herself, but she can restore those powers to her suite as a swift action.
Visions: Lexa can use Farseeing to peer into the past or the future as well as the present.
White Current Adept: Lexa uses UtF in place of Stealth.
Blind: Using the Force to throw sand in an opponent's eyes, essentially.
Cloak: Use the Force to enhance Stealth.
Force Track: Use the Force to detect the path a target took.
Kinetic Combat: Use the Force to wield a weapon from a distance.
Malacia: Use the Force to induce nausea in a target.
Negate Energy: Stop or absorb an energy attack.
Rebuke: Block a hostile Force power.
Strong in the Force: When rolling FP dice, roll d8 instead of d6
Unstoppable Force: +5 Will and Fortitude against the Force
Last edited by GA Zaarin on Wed May 07, 2014 11:05 am; edited 12 times in total (Reason for editing : BBCode error, character updates, make characters more visible)