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Post by Manah on May 25, 2018 22:10:44 GMT -5
efforts, the Imperial forces were unable to prevent the destruction of the DEATH STAR, the largest battle station ever built, allowing the Rebel fleet to escape the Empire's grasp.
The station's loss, along with the death of Grand Moff Tarkin, while a severe blow, only served to fuel the relentlessness of the Empire in the pursuit of LUKE SKYWALKER, the pilot responsible for this most humiliating setback, and of course, the search for the new hiding place of the Rebel Alliance.
To that effect, the Emperor's newest pupil, the Grand Admiral Thrawn, in cooperation with Darth Vader himself, has taken matters into his own hands and began putting together small groups of specialists, of elite agents, to send after their enemies so that the might of the Empire can follow....
Welcome, ladies and gentlemen, welcome to yet another game of yours truly. This time set in a universe I know very well and not in some world built from scratch which I know little about when the game starts, and as such, hopefully one that will last for a long while. NOTE: I will not use anything from Rogue One, Episode VII and Episode VIII, or IX when it comes out. This game is inspired by the Expanded Universe of Legends. As you can see above, this game is based, at least at first, on the Imperial side of the spectrum, during the Galactic Civil War/Rebellion Era, a couple of months after the destruction of the first Death Star at the end of Episode IV. The characters, while initially imperials/darksiders/whatnot, will still be heroes and fundamentally good, likely eventually realizing that they are fighting on the wrong side of the war due to propaganda, lies and manipulation. I have plans to stretch this campaign not only until the end of said era, but also stretch into the New Republic era. Please keep in mind that while certain things will likely play a role as you can expect, I retain the right to alter anything from this point forward, including how the War will end, who will win, and also whether or not the heroes will face the Yuuzhan Vong invasion after the War - I don't like the Yuuzhan Vong. XD I will also take the heroes' actions in consideration; they are the main characters of my story. While Luke, Han Solo, Leia and other big names will still likely play a large role in the events to come, nothing is set in stone. If your character does everything in their power to try and face off against Vader at the end of the War, chances are you will get what you want for the better or worse. If you end up being the one who blows up a potential Second Death Star, that's fine too. There is enough galaxy for more heroes than the original cast, and they can become awesome in different ways. That being said, rules, stone counts and all that stuff will follow. For now, checking for interest, questions, concepts and team dynamics discussions! Please keep in mind that while yes, force users are awesome and powerful, there are also amazing heroes who never moved a grain of salt with the Force. I have taken great pains to ensure that a player who goes for a non-force user will also be badass/useful/fun to play, writing up various actions and modifiers to make everyone happy. I also made sure that using the Force is expensive in character creation stones while still being powerful in its own rights, along with various disadvantages to keep it fairly balanced, while still allowing force users to shine if they really want to. The point is, sure, Jedi and Sith will be fairly superhuman thanks to their abilities, but normal people will have far more stones to spend on their abilities, skills and contacts if they don't have to worry about Force Powers, so everyone gets a chance to shine. That being said, I'm trying to include a LOT of different Force Powers from all the material I have access to, thus ensuring that it is easy to not make two identical Force Users. I will not refuse anyone because they want to play a classic Jedi/Sith, of course, but I do am looking for originality and interesting concepts, so a badass, cool bounty hunter may have more chances of making it to the team if his rivals are all basic Jedi. Just saying, lol. I will be taking 3-5 players, but let's talk concepts and team dynamics before anything, shall we? Some suggestions for concepts: - A Stormtrooper who showed exceptional bravery on the battlefield
- A smuggler/pirate/privateer hired by the Empire due to their connections and knowledge of the underworld
- A relentless bounty hunter who wishes to make a name for herself by going after Skywalker, or Solo
- An outspoken Imperial Loyalist noble who uses their financial and political skills to support their allies on the team
- A Sith Apprentice of Darth Vader whom the Sith Lord wishes to see grow in the Force by hunting down the rebels
- A member of the Imperial Inquisition or an Imperial Intelligence agent dispatched by the Empire who judged it best to join the group to reach his goals
- A cunning and skilled space transport pilot whose job is to get the crew wherever it needs to go
- A Rebel spy who infiltrated the Imperial ranks and hopes to either undermine the team's efforts or try and rally them to his cause
- A young officer rising through the ranks of the Empire's chain of command in the hope of commanding his own fleet one day
- A Tie Fighter pilot who thought it safer to join the elite team rather than be thrown to the wolves on the front lines of some space battle or another
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Post by Janus on May 26, 2018 4:00:45 GMT -5
Well, you know I'm in.
Having never played in one of your games before I don't know what the stone count is likely to be this what I am likely to be able to achieve in a character.
My initial idea was a former Zeison Sha apprentice who for whatever reason *really* hates the Jedi. Prefers technology to the force and making things explode. Good as an engineer on a star ship. Potentially good as a Sith apprentice or Hand of the Emperor or whatever.
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Post by GPMC on May 26, 2018 5:38:41 GMT -5
Female Zabrak Force Adept/Inquisition Agent and (former) Black Market/Underworld Contact.
Closer to the Emperor then Lord Vader or the "usual" chain on command. With a Holo Com on her (awesome) ship to both, quickly pass critical Information to the Emperor and or get some dirty work done.
Thanks to the "sponsor" with plenty of finances/resources to go around. (thinking wealth 7)
A bit sadistic, a bit layed back/incompetent?.
Tried to graduate as pilot/officer for the Empire but failed due to excessive collateral damage.
Might not be the best choice to infiltrate a rebell hide out, but perfectly capable to flatten a small fortresses (or small settlement).
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Post by Mephistel on May 26, 2018 8:35:18 GMT -5
Male Togruta
Was first a jedi apprentice (Letting the GM decide whom) but when he started to show power from the dark side, even if he was still a child, he was chased from the jedi academy and almost killed by the Sentinels. Thanks to his abilities to hide within the force, he manage to barely escape with his life.
He then retired to an away planet where he started doing odd jobs, while using the little powers he had. He was later found by Lord Vader (Yes, I just love this idea.) and taken as his apprentice due to his apparent hatred of jedi for what they did to him and potential in the force.
In short, a sneaky force user, good at infiltrating and concealing himself. His strenght rest on sneak attacks and mind controlling powers.
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Post by Manah on May 26, 2018 8:41:18 GMT -5
My stone counts tend to vary wildly depending on the game's setting, but in this case, I'm going for 'skilled agents who are a cut above their fellows, but still have a lot to learn'. I'm thinking (NOTE: still working on house rules for the Core Books actions, so please don't build your CADs just yet, several things will chage), probably along the lines of 50+15 or something, but I'm not sure yet. By the way, did you check the species yet? Any ideas which of them - or any other - you might be interested in playing as? Just so you know, while the 'small groups of specialists, of elite agents' put together by Thrawn and Vader are 'somewhat' outside the chain of command - as they are usually busy performing missions at the request of the Grand Admiral or Lord Vader - they are still not supposed to completely ignore it unless they have a higher priority mission on their hands. Also, the Emperor has not only Vader himself, but also his Emperor's Hands to send as personal agents, so if you don't mind, I'd appreciate if that leadership figure your character served directly under was either Vader or Thrawn. Both are essentially the greatest leaders of the Empire in my little story, so it's not like you don't take your orders from high above anyway, right?
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Post by Janus on May 26, 2018 11:46:40 GMT -5
50... Yikes, ok so that frees a lot up. I was looking at Arkanian or human. Can't really rationalise a Yoda in my head unfortunately because of the background, there is just too little known about him or his species to say that he had relatives amongst the Zeison Sha. Can totally put a background together where he'd be buddies with Vader. Of course he'd be hated by everyone else but what he heck, you can't be friends with everyone.
Might need some help with Zeison Sha force specialities.
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Post by Manah on May 26, 2018 11:57:27 GMT -5
I'm giving what I think is a solid stone count because as I said, you guys are supposed to be fairly elite troops compared to your average people in Star Wars, working for some of the most powerful people in the Galaxy, but still having a lot to learn. Also, my rules means you'll likely be spreading stones quite a bit, so it's only fair to give a good amount. As for Force users, it allows them to start with decent powers without going too crazy.
Sure, I'll look it up. Off the top of my head, I know that Zeison Sha are especially good with Telekinesis, but I'll check for more details.
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Post by Manah on May 26, 2018 19:31:30 GMT -5
Janus, according to what I read, Zeison Sha are only specifically renowned for their telekinetic capabilities, my books do not mention anything else out of the ordinary, so I imagine they can be as versatile and different as anyone else when it comes to other Force powers. I'd say all of them probably pick Telekinesis first, possibly even with a modifier to improve it further, but aside from that they are not known for other Force abilities in particular. By the way, want me to stat up a Discblade for you?
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Post by Janus on May 26, 2018 20:48:35 GMT -5
Yes please. Also how would the force interact with disc blade throwing? I'm guessing some sort of combining of ranged combat with telekinesis. It also mentions in the wiki some users can wrap themselves in the force (force field like). All this may well be moot as I'm planning on playing a character who isn't really interested in the force as you can't experiment with it, (or at least light side force users can't ). Guess what got him in trouble.
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Post by Manah on May 26, 2018 20:55:26 GMT -5
I would simply go with Telekinesis, period, as Zeison Sha usually direct the weapon using the Force, so it's basically that. They're certainly good at just throwing it for sure, but what makes them so devastating with it is their use of the force to direct it and spin it faster. I'd say simply use Ranged Combat if you throw it entirely on your own, and use Telekinesis if you control it using the Force.
As for the Force Field, check out the neutral option of Use the Force, 'Force Bubble'. It's what you are looking for. Please note that in my rules, Force Fields do not double the defensive stones automatically. There's a +2 Option to the action to allow this, but I decided that an AN+3 action which ignored Armor Penetration and had a free Area effect 2 was already more than enough for the base cost.
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Post by Manah on May 26, 2018 22:08:07 GMT -5
Okay, so here you go: -Discblade (+3, AP 1 ranged weapon when thrown, 2x damage when thrown via the Force by spinning it faster and more forcibly. The signature weapon of Zeison Sha warriors, and a symbol of their traditions.) It has a cost of 2,000 Credits and a Rare availability. Will also add it to the Weapons entry in my house rules for future reference. Speaking of which... I have completed enough of my house rules, I believe, to create characters. I will use my Core House Rules, which can be found here: murpg.proboards.com/thread/21351/rules-house-ruled-manah-style?page=1&scrollTo=499877...and my Star Wars rules, which can be found there: murpg.proboards.com/thread/21428/star-wars?page=1&scrollTo=499884I have decided to indeed go with 50+15, see how things go. Please go ahead and work on your CADs, but don't worry too much about equipment just yet. Just see if you can get what weapons - and armors, if applicable, though most people usually travel light - you may want with Wealth - and don't forget licenses if you got them legally, lol. We'll discuss this later, I still have work to do on them. If you don't find something you need, like, say, you want to own a droid and you don't know the price, just ask and I'll write it up for you. Just the same, if you wonder if you can do something in particular and it doesn't seem covered yet, it's likely that I simply didn't write it up yet, so let me know... but all in all, most of the initial work is done. So yeah, do begin your work on CADs and send them my way when you're done/mostly done with what questions you might have, lol.
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Post by Manah on May 27, 2018 0:26:26 GMT -5
...as a side note, Janus, I changed 'Force Bubble''s name for Force Shield, if only because it looked ridiculous on the Darth Vader CAD I am working on. XD
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Post by Mephistel on May 27, 2018 7:21:25 GMT -5
Darth Vader use Force bubble!
It's super effective! XD
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Post by Manah on May 27, 2018 9:51:11 GMT -5
...As a quick note, I forgot to mention that Energy Battery and Deep Reserves are both available as Modifiers for CL = MN+2. I will add them to my list of Core Rules shortly.
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Post by Manah on May 27, 2018 20:39:35 GMT -5
Can't wait to see if 50+15 will be good enough. I'm beginning to wonder.
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